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SwingShot: Stuck in a musical loop
SwingShot: Stuck in a musical loop
By pepijn
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 121 | 3.77 | 22 | |
| Fun | 102 | 3.80 | 22 | |
| Innovation | 237 | 3.47 | 22 | |
| Theme | 118 | 4.00 | 23 | |
| Graphics | 72 | 4.07 | 23 | |
| Audio | 20 | 4.13 | 24 | |
| Humor | 326 | 2.41 | 20 | |
| Mood | 85 | 3.75 | 22 | |
Comments
looks cool, but i get a JS error
Invoking error handler due to Uncaught abort(185) at Error at jsStackTrace (webgl.wasm.framework.unityweb:8:22313) at stackTrace [Object.stackTrace] (webgl.wasm.framework.unityweb:8:22484) at Object.onAbort (https://v6p9d9t4.ssl.hwcdn.net/html/2793960/Build/UnityLoader.js:4:11118) at abort (webgl.wasm.framework.unityweb:8:494600) at :wasm-function[56224]:0xfcb50c at :wasm-function[37018]:0xc0525b at :wasm-function[48931]:0xe2a35f at :wasm-function[48930]:0xe2a206 at :wasm-function[35177]:0xbb8e32 at :wasm-function[47695]:0xdd7a9e at :wasm-function[26775]:0xa12d23 at :wasm-function[44796]:0xd64696 at :wasm-function[24411]:0x9c3c71 at dynCall_iiiii (:wasm-function[55994]:0xfca7bf) at dynCall_iiiii [Object.dynCall_iiiii] (webgl.wasm.framework.unityweb:8:467528) at invoke_iiiii (webgl.wasm.framework.unityweb:8:337189) at :wasm-function[54078]:0xf7470e at :wasm-function[53533]:0xf5c20f at :wasm-function[4356]:0x1aff34 at :wasm-function[4355]:0x1afe5d at :wasm-function[8002]:0x2ee148 at :wasm-function[8000]:0x2ede50 at :wasm-function[8004]:0x2ee34d at :wasm-function[8261]:0x30db8e at :wasm-function[10723]:0x413a16 at :wasm-function[10430]:0x3f0c89 at :wasm-function[10430]:0x3f0c9e at :wasm-function[10425]:0x3f07a7 at :wasm-function[10418]:0x3ee7b9 at dynCall_v (:wasm-function[56009]:0xfcaa14) at dynCall_v [Object.dynCall_v] (webgl.wasm.framework.unityweb:8:475363) at browserIterationFunc (webgl.wasm.framework.unityweb:8:172817) at runIter [Object.runIter] (webgl.wasm.framework.unityweb:8:175878) at Browser_mainLoop_runner (webgl.wasm.framework.unityweb:8:174340)
pepijn
2020-10-04 22:53
@merkisoft Thanks for pointing that out. I will look into it asap but gotta get some sleep right now.
For now you can just play the windows build, as this only happens on webGL.
sorry to bother you but am I doing something wrong or is the game broken... My probe isn't moving at all, just shifting aroung.
ausstein
2020-10-04 23:00
Same here I get the same error. Using chrome on windows if that helps.
Also the window seems too small for the game. In the Itch.io settings I recommend hitting "click to launch in fullscreen" which works the best imo. Also, it does not force fullscreen contrary to what it sounds like.
pepijn
2020-10-04 23:01
@tulipekoni press Space / A on the thingies
boltkey
2020-10-04 23:03
I tried pressing A on the thingies, whatever that means, but cannot get my thingy to move around. I have been clicking around and randomly mashing wasd for good 5 minutes now.
pepijn
2020-10-04 23:06
@boltkey This is my fault, sorry. Space to remove the nodes on keyboard.
pepijn
2020-10-04 23:14
I found a huge problem regarding controller vibration, that halts the update loop on the player object. I am compiling a patched version RIGHT NOW, so if you are about to play this game, wait a bit until the new version is online.
mahalis
2020-10-07 16:40
Wow, this is absolutely brilliant. I’m not much good at rhythm games so the level with the spikes is where I had to stop, but I *love* the concept and the execution. The art is really well done, the music’s superb, and the gameplay is just so, so elegant. Favorite game I’ve played in this LD so far. Terrific work.
masaru
2020-10-08 10:57
Super good concept, music is awesome... but that's a huge difficulty spike (pun intended) ! Level 1 and 2 are easy and suddenly level 3 with the spikes is pretty hard to me, I couldn't clear it. Other than that, super good game.
Love a good rhythm game! I don't think the spikes would have been too hard for me if not for an issue I was having: even with the cursor in neutral, I was still hitting them! Is that intended? It definitely makes it a lot harder to have to push the cursor in the opposite direction to avoid them.
pepijn
2020-10-09 13:13
@caeonosphere yes, that is intended. I am aware of the difficulty spikes, but I playtested this mostly with controller so the spikes might be a bit brutal when playing with keyboard.
I am thinking of expanding on the project, but that would require a lot of code rework to say the least so don't count on it.
lyrcaxis
2020-10-12 23:58
This is my favourite jam entry so far!
Well done!
This is super fun! It's one of the best executed rhythm games I've seen here. The timing of the flashes and the two-tone rainbow colors was really nice. The audio loop is really energetic and driving and just the right length to be engaging but not too frustrating. What was frustrating though was the hitboxes on the spikes. It was just way too sensitive, and since you lose instantly when you touch one, the difficulty spike (pun intended) was just too high when they were introduced. I spent over 5 minutes on the first spike level, which is good since the game was addictive enough to keep me going, but I really didn't try much on the second spike level since I knew it would be too frustrating.
The dots on the path were really cool too, and I really like how it visually explained the on-beat and off-beat. But different parts of the track had different speeds, which made the controls even more frustrating. You couldn't really get a feel for the speed, and instead had to basically memorize the entire track and play it to the music (which is actually a cool feeling in itself).
Great rythm game, I've enjoyed first levels, however I give up on spikes, but I believe it is doable with some determination. Good work! P.s. simple but very nice art style.
I really enjoyed this game! Takes time to get the grip but is very rewarding! Loved it.
I really love the music! And despite the simplicity of the graphics, they are quite pretty. Even my cat couldn't keep her paws off it. While the concept isn't totally new, it does fit the theme very well.
At times I thought the looper was slow to go out in it's given direction. After replaying it again, I'm realizing this is mainly when the speed increases, which I guess isn't surprising. I wonder if it would feel less frustrating if the loopers response speed increased with the level speed?
Like many others are saying, the spikey level is a rather harsh jump in difficulty. It might not be feasible for most keyboard users. The other problem with this level is I had no idea what was happening at first. It took me numerous loops to figure out that I had to lean away from the spikes to dodge them. I thought I had missed something, which leads to the next thing....
Don't have the instructions disappear on a timer. Please just let the player hit a button to proceed. I never even saw them the first time as I was adjusting my volume.
Other than those couple of issues, it's honestly a really well done game. Needs a bit of balancing, but this is a very impressive compo game. Great job on this!
gwheel
2020-10-19 03:33
Really well made and a lot of fun! Having to wait for the cycle to reset on some of the harder levels can get a bit annoying though.