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JaxxHunter

24
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2
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A member registered Jun 10, 2020

Recent community posts

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I've been trying to hit notes very early, and haven't been able to hit the bad window (not "miss") a single time, despite it being vary easy when pressing late. That'd be a pretty big problem considering the entire game rides on a slightly early window where exactly on beat mostly results in either a "good" or "bad" timing

The whole time i was wondering why i was missing notes, and i think that's one of the main reasons. You're forced to hit notes slightly early to get Sick timing, but the only leeway is a really small good window and zero bad window, that or it's frame perfect. 

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I first tried all songs in every week on hard. Yes, even 4 and 6.

5 doesnt count cuz it's easier than 4. Seriously, i had to try REALLY hard to get a higher score than my week 4, and i only beat it by less than 1k

You seem to be having trouble using your brain.

Mind if i use it in my broth?

(wide mouth owo, ^^ eyes bawling)

oWo AwA

Sync issues? You sure that's not just the game being naturally very early in pretty much every song? Cuz that's the case with me and most other people. Also some notes are outright misplaced/missing/added

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It means he can only play weeks 6, 0, and 4

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For someone that tries to gives constructive criticism, you sure like to bite back. I'm just making things worse, as i said i absolutely suck at conveying what i'm trying to say which takes some time to do, and i clearly missed the mark anyways. I might think i know what people are thinking, but i really don't have a clue.

This is why i shouldn't ever take charge

(also it's purple not pink)

I have 4 and it runs absolutely no problem at all

And press Enter to exit, had to learn that the hard way. also dont rename anything

Spookeez has a completely broken chart, i REALLY don't blame you

Actually uh, that's what i was talking about. Sorry, i suck at conveying what i'm saying at times. I wasn't entirely talking about the difficulty & gameplay, but it can play a part in sensory overload. Starting easy makes it easier on your brain so you can more easily separate the arrow colors from the background. Plus, it doesn't seem like you at all understood the fact that you follow the enemy's lead in almost every single section, which you'd much more easily follow & get a feel for if you started early, at least lightening the mental load. I'm a pro rhythm gamer, and even I started at the bottom for that reason. It would also give you an easier time preparing for what comes up next, instead of relying on just your arrows alone.

My sister has sensory overload often from lights & sounds, and i know how overwhelming visuals can be at times. My thought is that starting off easier helps you get used to the environment so you can get used to the art style.

On a side note, this comment gave me an idea for customization in a Unity project i'm working on. Am very noob and still learning, but im just that, learning it. Always really nice seeing detailed criticism!

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There's a tutorial and an easy week 1 song for a reason; so you can get a good feel for the game. 

I'm a rhythm gamer at heart, and it's hard to form a casual opinion on the game, but this does help me see how good this game is from a newcomer's perspective. The notes are perfectly snapped to a grid that has a perfect BPM & offset to the decimal, which you can't really say for a few rhythm games. Granted they have more songs to keep track of, but this game doesn't need a huge library to be fun as hell!

The only big downside is the timing window, which makes people like me kinda annoyed. But i'm not like me. (wait...) By that i mean, I believe the early window's intentional to make sure the characters move & sound on time to the music based on your key presses, which reinforces the audio-visual connection between notes & beats. If they were on time, the audio & visual parts would be inconsistent, and cause some in-the-moment confusion, throwing off the song's balance, and even then there's no way to perfectly tie a key press to a computer input, because there's always some sort of delay.

Looks a lot like Defect from Slay The Spire. Tho i would be omega non-objective to a robot enemy.

Maybe he could become a couple different forms the more songs that pass, like a super fighting mech or attack helicopter

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Also idk if there are better official names for these shut up XP

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Ice climbers do be skid 'n pump, and Bf & Pico H A V E to be Ness & Lucas, don't @ me

Daddy can be Daddy Dorf

Milf Mommy can be either Dark Samus or maybe a dark Zelda skin

And lastly Senpai can be Pit, and he can even become Dark Pit after going full yandere mode

Oh no, a zip file! There's no way to open those!

With how easy it is, i'd think it was supposed to be a feature but didn't happen

It might not be (just) your lag, it might be 2 other things

1. The notes aren't always lined up with the sound. There can be notes way offbeat, not there, or even some out-of-place notes that don't accompany a voice sound. The ONLY time i saw this as intentional was 5-3 which has a hold note changing pitch like you would a single lyric.

2. Faster speeds seem to have much more inconsistent results for me. Idk if lil boyfriend's sprite always means a missed note/input, but he's always giving me a miss on rapid sections, no matter how well i play them

There's been a week 6

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I'm a very precise rhythm gamer, and perfectly on-time hits register as "bad" (mostly. i think they just flat out recorded keystrokes & copy-pasted everywhere. No grid snapping at all.)

Honestly i learned to get a feel for the timing, and it kinda makes sense why they'd want the window to be early for all audiences, especially if your notes are supposed to represent an audio cue synced to the music's timing, not the key press.

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Oh wow, thanks. I can't seem to make it vertical tho, but i'm glad to see things happening with this!

Another thought that kinda bugged me, Push and Pull act like Stop when you're not pushing or pulling, but there's no way to disable the stop while keeping both actions. I think "X is pull" and "X is not stop" should disable blocking. Same for "Text is not stop". (unless there's a word that mimics pulling/pushing without blockage)

If i can suggest something, maybe a "type a rule" function which lets you type all the text parts of a rule and it auto copies to clipboard, letting you place it anywhere in any orientation.

Right now it's a bit of a hassle getting pre-loaded sentences, and the steps necessary to get things onto your palette & most importantly onto your screen, is a bit tedious. I love the idea of a palette, but the hotbar is just wayyy too small to handle everything, and there's plenty of space to expand it.

Level editors are absolutely my favorite part of any game that has it, and i'd love to see them at their absolute peak potetial. Also love baba. Baba is Best! ^^