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quasilyte

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Apr 7 17:19:47 Crab Royal ♥ 2 Hi Woona, here we meet again! I was wondering whether you would participate or not. I got a notification and here I am. A pause during the tutorial screen would be a good addition as I tend to be a slow reader. :D I started taking damage while reading the hints => had to restart the game to get a fair start. Holding to fire non-stop is a good thing. :D I would hate to click so many times in a game. It's usually the opposite: the player still needs to repeatedly click even if there are no real penalties to fire as fast as you can click (e.g. the ammo is unlimited). The crab scared me. xD It turned out that sharks and other critters are more dangerous as they attack from different angles and some of them are very fast. For a small game, there is some enemy variety that changes with the depth level. I like the artstyle, it's quite consistent. The options screen blur is weird though. :) Also, adding so many settings (lang, window mode, audio) for a jam game is a rare stuff. I ran out of time (and juice), so my settings button basically does nothing. Sharks are PROBABLY too fast, a 20% speed reduction wouldn't hurt the game, but since I managed to beat the game on the first try, it could be irrelevant. Still, they're on annoying side of things. Their damage is relatively low, this is their saving grace. :D From a gameplay perspective, it was hard to tell the area of mine explosion, they also trigger each other in an instance. A delayed chain reaction would be easier to work with from the player's perspective, but it would require more coding time of course. If the explosion hitbox would grow as the animation progresses, it would solve my hitbox issues as well (right now it damages you without an apparent hit). The end-game gameplay is a bit hectic. I'm bad at bullet-hell like games and this game was close to my reaction limits. :D I tried to cheese the game a bit by moving in a narrow zig-zag pattern, firing downwards. It wasn't as effective as enemies attack from all sides. :D The game runs OK in firefox, but I think it was around 20-25 FPS. Maybe there are too many particles/sprites for the engine thruster effect (bubbles)? The music is fitting. Makes me jealous a bit as I spent ~40 minutes trying to make a single soundtrack to no avail. What did you use to create your music? The UI is simple, but clean. However, I would mention that it's hard for me to tell which button is being focused right now. I also see Linux native build, which I appreciate. I would restrain from using it, as there is a web version; and I'm also afraid of installing all crypto miners in the world. win.png
Apr 8 11:01:04 17h 41m A knight and his well ♥ 1 - pressing down repeatedly seem to reset the attack, which is probably redundant - if enemy is too close, damage is not dealt, it will screw the players closer to the mid game - projectiles can hit through the wall; most of the time the hits through the cover seem unfair - I would decrease the player's hitbox just to make it a bit more forgiving, right now it's hard to dodge the projectile - jumping on the floor kills you, but if you land a hit on an enemy - you won't die, is that intended? Looks like a good speedrun strat :D I've seen a couple of places where it could save you a good amount of time - health pick ups would make the game easier to beat for the most of us :D - the normal attack feels inferior to the jump+down combo as it needs 2 hits and has a weird hitbox (can't hit an enemy next to you) - it was unexpected that I can bounce on the enemy head forever :D - I would decrease the gunner rate of fire by ~0.5s just to make timing attacks against them easier; right now it's very tight; or make the bullets a bit slower (so jumping is more reliable, perhaps even combined with a smaller projectile/player collision area) - unlike me, you actually followed the theme /well/ :D - congrats on your first 2D; what is your opinion on 2D vs 3D for compo? Overall, it plays well. It does frustrate me when I get hit by a wall-crossing projectile, but the movement is fluid enough for a compo game. The combat system could be improved, at least in a way that makes already demanding up+down combo more reliable (so that double press on down doesn't reset the attack).
Apr 8 11:27:29 26m 25s Moldwasher ♥ 1 That fly was like a party member, traveling with me from level to level. It was not helping me though. We're not buddies with that fly anymore. win.png
Apr 8 11:49:42 22m 13s escape-the-dungeon-what-did-he-do-to-deserve-this ♥ 1 What did I do to deserve this, my lord?
Apr 8 12:11:14 21m 32s Green Tastes Funny ♥ 1 The game feels polished for a compo entry. I found out that there is a winning strategy there - just stick to the narrow tunnels, then enemies can /never/ surround you, so you can always fight back a single creep.
Apr 8 19:32:47 7h 21m Absolve ♥ 2 I enjoyed this game a lot. It took me 3 attempts to beat it, although I must admit -- I won due to a bug (see the notes below). The best parts: * As mentioned by others, the art style is good and quite consistent. I especially like the cover and the final encounter character * The flavor text for items and interactions is well-written (at least for my taste) * The UI is stylish, while being simple. I would probably borrow this trick * Inventory management is fun enough to contribute to the experience, I do miss item swap function, but it's understandable * It's cool that I understood what I'm supposed to do by the end, even though nobody told me directly (there are a couple of indirect hints in the game!) * I LOVE the unusual interactions: feeding an enemy, killing an enemy with an onion, etc; also, attacking a puzzle/quiz box was funny * Trading is fun - it's a mini game of its own (it also allows the player to re-arrange the inventory while at it) * It apparently has more than 1 ending? Other stuff: * The game doesn't tell you there are no bullets and you miss a turn. I got a pistol, but no ammo. It makes it a very disappointing item. Even if it's by design, it only serves to frustrate the player. Give it at least 1 shot, so it's not a complete waste of gold bags :D * It wasn't too intuitive how to use weapons in the game as it only gives you prompts to escape; I did figure it out though * If have <20 hunger, boulder doesn't do damage * Could be related to above, after that bug I stopped taking hunger damage, so I was at a constant 0 without any problems (except the slow speed) * I catched 0 turtles out of 7 with 35% chance... It's mathematically possible, but also annoying. A fixed 100% chance after 2-3 misses could be nice. I just want to know what it has xD I guess it's a mushroom? win2.png win3.png
Apr 9 09:38:32 14h 05m Through The Stars ♥ 1 The web version is still weird: I can't click on anything in Firefox or Chromium. Any chances of fixing it? Unity games usually have above average performance in web, so maybe there is a ways to fix the build and reupload it as a bug fix? You'll get more ratings and feedback this way.
Apr 9 10:28:30 49m 58s Wizardry Catacombs ♥ 1 I've made it to the last level and defeated the dragon (or something like that happened). The sfx and music are amazing. This is where the money went. :D Now to some feedback. Don't take it personally, I'm trying to understand what went right here (I might be wrong) I would personally make every biome last for 2 levels (3 at most), so it has 10 levels instead of 30. It's the same content per levels anyway, so the player doesn't lose anything. For the purposes of the jam, I have a feeling that dragging content is usually not a good idea - it wouldn't be dragging if the player would have a progression between the levels, but there is none (only a new biome can be called a progression, but it's once per 5 same-y levels). So in my opinion, 10-15 levels instead of 30 would make the game better, not worse. :D A real boss fight in the end could be a reward, but 30 levels is a lot in any case. Since the game doesn't reward the player for kills, at some point you start to avoid monsters and run for the next floor, which kinda defeats the purpose of the game, unless it was designed to be a monster cheesing game. The later monsters are too fast to outrun though, so there is that. :D The simplest way to fix it would be adding a score amount for every kill, making encounters at least a bit more meaningful (you can aim at a higher score). This is a cheap way, but it can work; although 30 levels is still a lot for it to work properly (the player may stop caring unless there is another progression). The crates could be replaced by hearts directly without losing too much of their functionality, if they would not be picked up at full health, that is. I think one of the benefit of a container is an element of uncertainty ("what's in the box?"), but it disappears if 100% drop is a heart. Even a 80% chance to get a heart would make it more exciting, if you insist on having boxes. :D An upgrade or something else would make it even better. Since it's a compo game, I would not suggest any alternative attacks or bonuses for progression as it would take extra time. You invested that time into the music and it pays off in its own way. But I did mention some other stuff that would take 5-10 minutes to do, but the overall experience would be better, at least in my opinion. You might be annoyed by the idea of stripping down the 30 levels, but if more than 1 person tell you that the game is too long for its gameplay, you might want to give it a second thought. :D And to be honest, I fell for this trap myself - I added more content instead of giving more polish to already existing one. I tried to counter-balance this extra content by adding more variety, so it could be rewarding for the player to play more; it was still better to focus on a smaller core with more polish and bells-and-whistles, and maybe even music. --- I've read the comments above. It looks like this game has random generation. I had an advice from someone before that random generation for LD rarely pays off. "People will not play the game for the second time" If we would make this game have only 10 floors, it would be possible to make these floors by hand. Given that they're quite simple in nature (small amount of varying objects), it could take less time than making a generator, but I'm not sure how easy it is for your engine to load a map (you would probably need to make a scene initialized from a serialized map, etc.). I made a small randomizer for my game as well, but it doesn't create actual mazes - just random tiles and random enemy placement; this was very fast (20 mins of coding). Making a maze/dungeon generator is much harder.
Apr 9 12:13:56 1h 45m Depths Of Space ♥ 3 Here is some feedback. * the sounds should not stack with each other, otherwise the game is too loud when there are many same enemies on the screen. I experienced ~6 enemies firing at the same time and it was quite loud. :D Usually, you either don't want to stack them at all, or multiply the volume of every next repeating sound by some ratio, so 6 sounds are x2 louder than 1, not x6 times. * there is a gray area in the right and bottom part of the web build. It doesn't break the game, but makes it look less polished. Should be quite easy to fix by adjusting the project settings (depends on the engine you're using). Note that you can also adjust the area size in itch settings. * please add a game description, otherwise it's hard to tell what pick-ups do. This game doesn't require a tutorial, as it's quite simple and intuitive, but the pick-ups are a different beast. Another (better) way of solving it is to add a floating text after you pick up something. Like "+1 life" (1UP), or "extra damage", "+score", etc. This would feel much better and help the player understand the meaning of those. * I would also suggest adding screenshots of your game both here and on itch io * The game is probably too easy. These kinds of games typically have a 1-hitpoint mechanic with lives, but since it was a thing of its time, 3 hp is probably better (or a shield that recovers over time that acts like a saving hitpoint on top of a single hp). It's not a deal breaker, but this kind of game can mostly entertain by its high risk gameplay (1 hit and you're dead). * I can't tell what bonuses do, but maybe they do provide some upgrades? In that case, it's good. But they would only improve the experience if (A) the results are so good that they're apparent to the player (B) they're explained by the game (a floating text is the best way to explain those) * One enemy uses a very long sound sfx for a single-projectile attack. I would either make it fire a lot of projectiles repeatedly or use a different sfx. On the bright side, it does play relatively well and I gave it 5 minutes. The difficulty does increase, although 20 hp is a lot at the beginning. The sounds balance makes later gameplay too loud for my taste as the sounds stack. I do like the extra efforts for death animations and damage effects. It would be also cool to have flipped sprite versions for turns (e.g. 3 states - left, normal, right). You can easily achieve that by adding a half-sprite shade for the turning direction side.
Apr 9 14:17:09 2h 03m Deep Space Delivery Office ♥ 1 I want to play the game, but it has weird resolution in my browser window. It looks like it expects a full 16:9 ratio, but browser and the task/control bars will eat some space. Could you add an itch "full screen" button to the game (edit the game on itch) or adjust the canvas size so it fits the page? Attaching the screenshot to demonstrate the problem. I have 1920x1080 resolution, if that helps. issue.png
Apr 9 19:31:36 5h 14m . ♥ 0 - I like that UI is mostly intuitive with a few exceptions. Highlighting valid options is a very welcome thing. This feature allowed me to overcome stuff like "ODD" challenge when it actually expects an even number. - The little details, like extra animations (e.g. cards folding) make the game look visually polished. I also see a good shader usage. Visually, this is probably the prettier game of this game jam - The music becomes repetitive after 5 minutes, although it does create the atmosphere at the start. You probably wouldn't use a single track for the complete game, so for a jam it would be ok just to turn it off after 1 minute at the beginning of every run - I have a feeling that the starting dialogue is being cut-off, I can only use 1 phrase, get a response and then there is only one option is to skip. Is there anything else to it? The skip button can change to "DONE" if user has seen all the dialogue, just to avoid confusion. - The tutorial (6 pages) tries to be atmospheric (which is good), but unfortunately, it has tons of text (which is bad in general). Almost nobody will read through it. It's hard to make the good tutorial for a jam game, so I can only state that this approach is not the best one. It does have pics, which is good. If you could get away with 2 or 3 pages instead of 6-7, it would be good enough. A simple idea would be to show more tutorial pages after some levels were completed. Introduce new mechanics and their tutorial as the game progresses. - I've tried to read the tutorial, but I still failed to memorize what different kinds of map tiles do (a rabbit challenge, test of luck, etc.). It would be cool to have a simple description somewhere on the screen when player hovers over the tile. E.g. "this is a shop tile", etc. - The intro dialogue seem to be a bit off to me. I get the idea, but maybe it should show up after the player loses for the first time? There are two benefits to it: it reduces the amount of text the new player needs to read, and it also shows the second dimension at a more appropriate moment. It's still OK to show some intro text I think, but don't give it all away from the start - The "space" button icon is very small on a "Pass" button. I would make it bigger, and maybe even would allow a mouse click for it. Also note that it requires continued press, which may confuse players as they would press space, get no result and think that they need to press something else. The progress bar for a hold state could be more noticeable - It is easy to use a joker (green one?) on accident. I tried to read the description and play around, but it was used on accident - Some text is hard to read due to the shader use. It's a stylistic choice, but it can hurt the readability. A larger text could help here, I think - Gameplay-wise, it's a good game, but some of the matches felt weird. For example, you could fill 5/6 slots, but miss a required card. You can either fail now (because a six card is out of the deck), or you will win at the last pick since there is ~1 card that you need. This means pressing "pass" for multiple rounds without a gameplay. I don't know how to fix that. I think Jokers can help here, but I had a green joker for the main challenge, not for the side challenge. - Taro is very hard to notice. I instantly forgot about it after reading the turorial. I would ask how many players (%) actually used it, maybe there is an issue with that. For the LD, this mechanic could be excessive, but I'm not 100% sure as I wasn't using it lol. What I mean by excessive is that the game is good as it is, even without Taro. The challenges are varied, there are Jokers, something related to the deck, etc. For a 10-min game (an avg. LD playtime) the Taro sounds like a ng+ content which is not for the start of the game (it's like in Inscription you don't use all mechanics from the start).
Apr 9 23:08:01 3h 36m into the forest depths ♥ 3 The dialogues are the best part of this game for me xD "I will kill you, but first, I will teach you how to fight" -- that is very considerate of you, thank you
Apr 10 00:52:22 1h 44m Dungeon Cartographer ♥ 2 @scoobysnacks how is you map identical to mine? Cheater! I watched the game on the stream btw https://www.youtube.com/watch?v=SCbuh9WZHdA
Apr 10 13:06:20 12h 13m Claw of the Mantis ♥ 1 I liked the spaceship physics. Sometimes there are weird things like vessels flying at x10 speed which I assume is a physics issue after collision, but I might be wrong. Maybe there is no max speed limit and anyone can accelerate that much if wanted to. It's almost impossible to lose in this game, I think the melee vessels should do much more damage, or get at least 2 hp at some point. Otherwise, the player is too strong for these enemies. As others notes, the wave delay could be too long, but I understand that it's there to allow the player to collect scraps. Even with that in mind, this game is quite easy and player does not really need 100% of the scraps, they barely need any :D A couple of upgrades in everything and you're good to go for infinity, and this can be farmed without a long wave pause. I noticed the web build of the game freezing for several seconds when a wave of 50+ enemies is about to be spawned. The more you progress, the more noticeable this freeze is (up to 6-7 seconds, but I haven't measured it). I recorded a video of me playing the game. https://shadowveilsociety.itch.io/claw-of-the-mantis
Apr 11 12:54:17 23h 47m BeltCo Mining Inc. ♥ 2 A couple of random ideas came to me while playing: * if inetria would be x10 times stronger, then you would have an opportunity to return to the base even when low on fuel if you know the general direction. This would include a fuel conservation mechanic: the less you rotate/correct your path, the less fuel you use (as inertia can get you pretty far without efforts). This economic would make teleportation back to the base unnecessary (although it could still be an extra life mechanic). The only downside is stopping after getting too much momentum, as if it would require a dedicated way to decrease the speed. I don't know how to address that at this moment * the asteroids (?) could be more fragile. I'm not sure hitting them 3 times adds to the gameplay. It looks like this game is mostly about managing your movement and fuel. Destroying them in 1 shot would make the gameplay a bit better paced in my opinion. One problem with firing more than 1 time is that you can't fire at where you want, so it can interfere with the movement. Another option could be to make them auto-collected as soon as you reach them. The graphics are simple, but the space background is surprisingly good. It might be a basic spray tool, but the colors and the overall composition make it work. The fact that you can move your vessel sideways is an interesting addition that I haven't seen in games with tank controls in this jam so far.
Apr 11 14:20:03 1h 25m Tidehold ♥ 1 The game looks, plays and feels quite polished. I wonder if it's the little details, like click sounds, that make it whole. It's a bit hard to start playing as there are many building options and the map seems big, but easy difficulty was somewhat forgiving. I really like that the tiles look 3d-ish, with a shade. This is probably what I would like to have in my game too, but I wonder if it would fit the environment (probably if being careful?). It makes the tiles much more clickable, like they're waiting for you to click. As a result, even a game cover with tiles is much sexier. I may need to play this game again to cover its content as 10 minutes were not enough, which is somewhat unusual for a ludum dare game :D
Apr 11 14:36:29 16m 26s Pit ♥ 1 Hi! I found your game via an itch link my friend shared in the chat. As of now, it requires a manual search on ldjam to rate your game if you found it through itch. Please consider adding a link to the description of the game (turn "LD 57 game" into a link). You might also want to configure a ldjam link in the settings, it might help too. As for the game, the only issue I had is 20 seconds of trying to figure out what to do. Highlighting the inventory spaces when you "hold" in item would solve this issue for me. Other than that, it's quite polished, if short. The graphics and sounds are very good, the gameplay is probably not my cup of tea, but it is much more unusual than many games on this jam :D Note: the sounds may be too loud! I jumped out of the surprise when I started.
Apr 11 19:02:16 4h 25m Slugy Down depths ♥ 1 As a crab, I find this game highly disturbing... Jokes aside, it was dying so many times. xD
Apr 12 11:39:29 16h 37m Toilet Diver ♥ 1 This is a game about small guys (170cm/67 inches tall) diving into a tube to collect something. The usual thing
Apr 12 11:52:44 13m 15s Diggy Diggy Shroom ♥ 0 It's one of the game that I would like to play a bit more, a 4 more minutes of gameplay would be welcome. :D On the other hand, the game doesn't overstay it's welcome I guess, but it does have more than 1 gameplay element, so it looks like it could drag the time some more (mining+movement and turret shooter). At least 3 turret segments sound fair :D I would assume you ran out of time after implementing these, so you couldn't add more playtime.
Apr 12 12:02:19 9m 35s What the MEOW? ♥ 0 I think the main issue with difficulty is hitboxes. I would make them more forgiving, so even there is a visual collision, the player can still go pass it. E.g. make it a smaller circle around the player, so the hands are collision-free. :D Since I was dying in the first 5-10 seconds, the music restart was a bit annoying. The game should either be easier, or the song should not start over, otherwise it's a death loop xD For a meow game, it was unexpectedly brutal, and not that kawaii (I got beated by the trees)...
Apr 12 12:17:13 14m 54s Light In The Dark ♥ 1 Ah damn, I clicked "anonymous" instead of "receive notifications". The comment above is mine
Apr 12 12:50:03 32m 50s Depths Ascender ♥ 1 This is one of the games that is not very convenient to play from a laptop without dedicated mouse. :D
Apr 13 13:16:15 24h 26m Unbound ♥ 2 The game plays well after you memorize the controls. I thinks I used WASD + Q/E + space the most, plus the crate colector of course. I like space games with controls like these. This game is about movement and its optimization. To begin with, I skipped the whole story section of the description. :D I'm not sure what is a meta for movement, although Q/E using 4 fuel like the main movement was a bit disappointing. you're using a less traditional movement scheme to optimize, but for the player it's hard to estimate the benefits. What I'm saying it would be nice to have a way to explore how good or bad some movement patters are: how much fuel I spend if I just rotate+thrust as opposed to using Q/E. Is it 25% more efficient, etc. I don't know how, but knowing what is beneficial would be the clue to motivate the player to use more controls as opposed to sticking to WASD. The consumption per second works for a very short span planning and is good to let the player know that releasing W is a good idea when you maxed the velocity. Maybe a per/5 or per/10 seconds consumption could help for the longer term planning, I dunno. :D It almost feels like in order to fulfill this desire of mine a dedicated mode is required, where you start from A to B and try to get there using the least amount of fuel possible. That would make me experiment with alternatives and comparisons would be easier in a smaller scope run. One another idea is making the grabber far less costly to upkeep (maybe 0.5/s?), but a bit more expensive to turn on. This would create a situation where it's better to turn it on, fly through the crates without losing too much speed, collecting all of them in a line and then turning the grabber off, resulting in a net positive. Right now 4/s consumption means that is crazy expensive to keep on, I would rather do an instant enabling->grab->disable combo. I'm not even sure it's efficient to grab 2 crates around you with keeping it on as you would need some time to move the mouse cursor. The clicking part is another one I'm not quite sure about - maybe an automatic grab (with physics moving them towards you) would be better, but it needs testing. Assigning the grabber to `[1]` is a weird choice tbh. This is the sole controls command I had to look up. The is a label on it, but `1` reads more like a count or a level ("grabber level 1"), therefore a key like `x` or anything else that is not digit could help a bit here. Maybe you were planning more than one tool, hence it being `1` and another tool would be `2`. I tried using `ctrl`, but it seem to do nothing. Is it implemented? I posted an upgrade screen because one of the background stars confused me with a "next screen" arrow. :D When a star ends up below the radar, it also confused me as a point of interest, but it wasn't :D I would prefer an opaque background for the radar for this reason, or maybe a different color/style for start (which may not fit the 2-bit style of the game, but maybe you'll move away from it if you ever wish to continue working on this game). I managed to beat the game. I would probably be OK with it going for another round or two, as movement was quite enjoying, but that could be a good trick from you - it's better to keep the player interested and unsaturated than making them bored from the gameplay. I wonder why it's a JAM instead of compo if you made everything yourself during the jam. Did you ran out of time and needed an extra day? I'm just curious. a.png b.png
Apr 13 16:51:27 3h 35m TowerFlip ♥ 0 I have also experienced a game freeze at flip 35. I like the game overall. It could be even better if a symmetrical base design would not be almost universally good strategy here. I don't know the exact way to improve that part of the game, but if the placement of the blocks would mean more in a grand scheme of things, this game would get much deeper. If you can figure out how to improve the decision making, this game would be worth making a post-jam full version as it has a potential.
Apr 15 13:57:02 45h 05m Depths of Hell ♥ 1 I don't agree with a point that this game needs animations. The little shake effect is enough to be appealing enough for a compo game. Heck, it could even work with a released indie game. What is missing though are impact effects to make hits/kills more satisfying. A simple dissolve shader would make enemy deaths x2 cooler without much time investments. For whatever reason, I was confused by not getting levelup after collecting ~18 coins during my first run. I read the game description, but it still wasn't apparent. Only a comment about "upgrading after death" made sense into it. It's a good idea, but I could drop the game before that point if I don't know that dying is a part of a game loop (not every game has meta progression, etc. and we have expectations from vampire survivors game - you get upgrades as you go). I also tried pressing the entire upgrade icon instead of a green button below it. Perhaps turning the entire "slot" into a button could be an upgrade to UX, but maybe that's unnecessary. Overall, a good game with a proper game loop. After seeing your progression system, I though about upgrades like "add health pickups to the loot table" -- so some pickups are not dropped until you bought an upgrade for it. It would complement the strength of this system where you configure the run before starting it. It's not something that you could add during compo of course, but something that one might consider when making a final game or another iteration of it. > Yes it pains me I did not get music in. Will sure start doing a more finished game out of this any day now. The feedback is of great help. Thanks! Meh, music is overrated imo. I turn off most of the compo music after a couple of minutes as it's usually a weird 10-20 second loop. A good music can turn a game into a banger, but it can take hours to make. May not be a good recipe for everyone. If you can make a bad music in 1 hour, I'm still not convinced it makes the game better if the player ends up muting the entire game (or you may need to add another overlay button to mute the music separately at any point - even more extra work). Ambient-style music works better, it could be a 2-3 minutes long loop of birds chirping, etc. If it's not into your face, it can be alright, but it also doesn't improve the game by a large margin as a really cool track would. In my opinion, it's not worth it considering all "add this" comments, especially when they're coming from mostly-jam people (no offense intended, it's just very different) that may use premade music or have a dedicated sound designer. I'm assuming you used 100% of your time, so all suggestions above are like "if you already have a dissolve shader, which you are permitted to reuse as it's like a library source code, then you could add it to get something extra without spending more time". If you **are** talented in making music, it's a complete different question of course. :D