blubberquark 2018-04-23 16:14
It doesn't capture keyboard in FF, so I scroll all over the place!
Foon → Ludum Dare Explorer → LD41 → Forest Groove
By eott
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 798 | 3.25 | 20 | |
| Fun | 969 | 2.83 | 20 | |
| Innovation | 576 | 3.36 | 20 | |
| Theme | 630 | 3.55 | 20 | |
| Graphics | 757 | 3.19 | 20 |
It doesn't capture keyboard in FF, so I scroll all over the place!
@blubberquark Damnit, I thought I had this issue fixed. Thanks for the info, I'll look into it.
Very good idea. But It's problem with me or keeping rythm without looking at lower side of screen is extremely hard.
That was a good idea! It seems like the music is slightly out of time with the actual rhythm you have to hit, but it was still fun.
Fantastic game, got completely stuck until i won. I guess it's extra hard that the beat and music isn't synced (I guess).
Great use of the theme! Little tricky watching watching my location and the synchronisation, but overall quite enjoyable!
A musical rhythm game is kind of hard to play when the beat you have to do actions on doesn't line up with the music. I had to keep looking at the bottom to know when to press things, making me unable to see what was going on in the actual game.
I'm not entirely sure how you're supposed to play. I got the rhythm-o-meter up over the bar and pressed space and when I did it right a flower spawned (I guess, I had to look at the beat UI). Some audible/more visual feedback that you're doing something right/wrong would be nice. Even then the gameplay and goal is unclear.
The manual is way too long. Upon initial reading, I haven't yet played the game, so there is nothing to which to ground what I'm reading -- it's just words. Even after playing for a while there's still too much to absorb.
Introducing concepts and mechanics to the player in-game is a much smoother experience, e.g. when the rhythm-o-meter has filled up, it can display some text "_Press Space to construct building_" and highlight the tiles upon which a building can be constructed.
Some interesting concepts here. Rhythm games are super ambitious for jams, so props for getting the movement to feel good with the beat and having the map react to the beat as well. The game is a bit slow to pick up, but the rules make sense once you get used to them and you definitely get a sense of accomplishment once you start overpowering your opponent. Well done! I also like that not pressing anything doesn't take away your meter, so you can pause and look at the map between watching the beats go by.
I like the idea of the game, but I had problems playing it. Maybe my rhythm is just too bad :joy: My eyes were just starring at the line at the bottom to get the timing right. But then I didn't have time to look where I'm going. That makes it hard to place buildings right.
As an idea, let the player character jump in the rhythm so I don't need to look to down.
Daaaamn, it's so solid. I found it, when you're playing it a long time, a bit annoying. It's so slow to play, but everything else is perfect. The music reminded me to Oxenfree OST xD
Some good ideas in there, but I often found games end up in a long, drawn out stalemate, before I could finish my opponent off. I think this game could use some feedback loops, maybe your rhythm meter could fill faster, the more territory you control? As it is, there doesn't seem to be much of a point in expanding.