Thank you so much for playing. Definitely feel that with the arena etc too. It was definitely possible to make it larger and I thought about it a few times but I didn't want to commit to more art or decoration as more of that time was spent on the characters and mobs etc.
Fatal Exit
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Thank you so much for playing... tbh my line of thinking is I'd rather the game lean towards easier than more punishing for players to clear a run on the first difficulty. Btw if you finished a run, if the local save thing is working properly you should be able to see this after starting a new run: It's basically an ascension levels system where you stack debuffs every level. Sorry if it's not working properly it was a late additon, but if it's there try it out! <3
The idea was to let the player get some idea of the fantasy from the very start of the game and for it to get harder past midpoint of run. It's very tricky to design games for jams, if you make them difficult enough that most people bail without seeing the real point/fantasy of a game, especially in a jam setting where they will often play for a few minutes then move on to the next to rate. I definitely feel that there's a level of too easiness at the beginning but I'd prefer that as a sacrifice to see players get to crazy builds to see it fit the theme of the jam rather than them starting off pathetic and weak and thinking there's nothing special differentiating the game from other arena/bullet heaven roguelites. Also if you mouse over enemies or tap on them on mobile you can manual target FYI.
Thank you for the feedback and for continuing to play some more! Appreciate it.
Did you google Bitwig btw: https://www.bitwig.com/
Here I did it for you now stop spreading misinformation about my game.
Nice, the isometric camera was cool and the style and everything else fit well. Only one pet peeve and that is as the platform tilts the slight change in angle makes the directional control on the keyboard a little bit weird at times (isometric is always hard there, which way is down bottom left or bottom right, but with the changing angles it becomes even more confusing) but great job, fits the theme great!
A question, do you know the whole point of Bezi jams? This is the 4th one I took part in since last August, a year ago.
I don't see why you have to say "it's a shame" if you have other things you genuinely like, and I am super thankful you like them, seriously. But what gives? I've been making games for almost a decade long before any of that kinda stuff existed, submitted to 50+ gamejams over that time, And if anything the current climate is a boon to solo devs and tiny teams, they aren't the naysayers with industry clout or the big gamedev youtubers or influencers who are afraid of losing influence.
I'm happier making games nowadays than I was 5 years ago. Instead of spending 18 months doing every single skill as a solo dev (I still do most of them) now I can iterate on a reasonably deep game in 1-3 weeks and see if it's fun before committing to even close to that level of investment. And for those that spend that long, the median game revenue on steam in 2026 is sub 200 USD, could probably make more money mowing lawns for a weekend than betting on a game you are not sure of succeeding for 2 years. Might be a wild take to you but this stuff is genuinely more helpful to the little guys than it is the corporations, and yet the stigmas lead to tribalism in bashing the little guys.
A bit of a rant but thank you for the comment!
Thank you so much! Yess there was a bit of an internal battle regarding where I wanted the jam version of the game to go. Originally it was gonna be like a survival thing where if you screw up too much (like guitar hero or beat saber etc) the crowd walks and you lose. I eventually decided on the jam version featuring just this mode that you could treat entirely as a sandbox if they wanted to with optional score chasing rather than a mode that made beginners to music related stuff feel bad under high pressure, and that seems to have worked to get mostly positive comments so far, and very few frustrated people. But I think if I continue to dev it post jam the game will split into a more sandbox friendly "chill mode" and a more hardcore rhythm game inspired one! And thank you again!
Thank you so much! To tell you the truth I am honestly not sure what the optimal play regarding using the DJ filter (which is what you mean by HZ transitions) because I believe the person who scored highest on the wavedash leaderboard didn't use it at all. I mostly included it there because it's a cool "sim" element of what a DJ might actually do in a mix! I'm very curious about doing more long term, I think splitting the game modes into Sandbox and more gamified modes would have been better for a lot of people but didn't make the cut of the jam!


















































































