its the first time that I saw and played a visual novel with a beat. to interact and to continue dialogue, we must wait for the right beat :) its new and kinda refreshing. good work
Play game
One More for Good Measure's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Polish & Presentation | #11 | 2.566 | 2.615 |
| Scope & Completion | #18 | 2.189 | 2.231 |
| Overall | #18 | 2.234 | 2.277 |
| Technical Execution | #19 | 1.963 | 2.000 |
| Gameplay & Core Idea | #19 | 2.265 | 2.308 |
| Creativity & Theme Interpretation | #20 | 2.189 | 2.231 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Even if the final result was difficult for me to play, I have to point out that there was a lot of work and time invested into creating everything that is present in this game. Congratulations on the performance and the proposal, there is genuinely a lot of good in what was created here. Good job.
To be honest, I did not really understand how to play this game. I understood the directions and what you where trying to achieve, but seemed like part of the game was missing. Cool trailer though, impressive what AI can do these days.
Try it on a Mac/Chrome. I could send you a recording of my screen, but I can't look at it with all the flashing. Yes, I suppose if you want to call them beat markers, that's what they are to you. To me, they're colored dots. You should post a disclaimer for people with epilepsy or similar disorders.
The fact you made a full visual novel game in such a short time is already impressive but you added a rythem system, nice twist. I can only imagine the dificulties involved in getting 2 AI systems to work together to build this.
Neat presentation! however the UI needed to be clicked on the beat made it really tough to navigate around a point and click adventure
Thanks. The idea was that there's only one thing which is you can only tap. i think i should remove the mouse pointer all together so it doesnt' confuse you when you click things, because i want to keep this mechanics of only tapping /clicking.
I'm also planning to add one more line of dialog to make it clearer that the main scene is also affected by that.
I love the music, it is soft and not tiring. It is important for a game like this.
But couldn't understand the logic, after I make out to the shop, I just be able to choose items and go back to store. I guess I'm missing something but couldn't find out what.
Generally, looks like has a big content. And working fine.
I'm curious as to what you're calling "Store" and "Items"
there's neither of these in the game....
you're in the studio, there's several other scenes you can go after the first tutorial dialog - maybe i need to also have a tutorial for that scene - if it's not clear , you need to tune the crystal, and the instructions are somewhere there







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