this was really well done! I enjoyed the mini games to determine if the food was poisoned and the artwork was great
Sublittoral Games
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quick time events were fun but then got a little repetitive. I wish I would have known I only had 1 bomb, I used it on my second attack on the first enemy just to see what it did :D
The Microsoft Paint style-graphics were great and worked well with the gameplay, and when the enemy fell on it's face I literally laughed out loud. Great job!
Slowing it down to Waltz speed would definitely be a good option ;)
(pssst - if you like rhythm games and haven't played ^ Phantom Waltz ^ you should definitely check it out!)
If we keep working on it we'll probably slow down the pacing for the easy difficulty. We instead limited how many squares could be stabbed at a time and based on the feedback we definitely had some other opportunities.
Thank you for the wonderful feedback!
oh man this was such a great game. Misunderstood I had to ACTUALLY click on the ghosts, I thought I had to left click NEAR them. Once I got that down it was much easier :D.
The wind sounds at the beginning, was that just your voice? There were moments I was thinking it was real and then moments it sounded like a person making the noise. All in all this was very fun and reminiscent of when dance lessons I had, tho this time there were ghosts!
This was super fun to play and well polished all around! All the little details in there were really well thought out and implemented well. Also, whoever wrote this needs a pat on the back, the jokes were **chefs kiss**
seriously, well done
I don't know why but I didn't realize you could go to the left until I played it a second time. I had a ROUGH time figuring out who done it
thank you so much! Your comment made my morning <3
My brother and I spent a lot of time trying to figure out how to make a new control scheme for a dancing rhythm game. Something beyond just pressing the arrow at the right time and would give the player the ability to "make" poses. Definitely an experiment and will get tweaked if we do something with the game after the jam. It definitely takes a bit of playing around with to get the hang of, but I remember that similar fun-stration when learning to play DDR as a kid.
there is still time to submit bug fixes. Having the reload the entire page makes it really punishing if you die. I know that wasn't intended which is why you called it out as a bug but after 3 reloads I couldn't keep going. Please let me know if you get this bug fixed, would love to come back and try it again!
Hey, thank you for being the first to respond to the game and let us know the controls had an issue. We spent a ton of time today tracking down a bug related to the input timing, and we also updated the tutorial to make the controls a little more clear. If you have time we'd love for you to try the game again! Thank you in advance <3
I know this calls out downloading is better than playing in the browser, but I did play in the browser and the inverted mouse controls were a bit weird for me. I saw there was an options, but video and controls couldn't be clicked on.
Outside of that, this was super fun. The fact we are like twice the size of the cars was funny, and I spent way too long trying to ride them. The multiple camera angles was a bit confusing but didn't take me too long to figure out and get use to.
appreciate all the feedback, and thank you again for reaching out with ideas! We are working on implementing these now, added a small note to the game's page to let people know and I'm hoping we'll have something ready later tonight.
The key hitting issue is a great idea to implement, joys of making your first game you don't quite think of these types of issues and in a game jam there is definitely not enough time to QA everything.
we've gotten enough feedback about this I doubt it's a headphone latency issue. Hoping to have a fix up for it later tonight that expands the input buffer, adds an "early" sign (like the perfect, miss, and okay) so you still see your input even if it's a early, and going to update the tutorial
We ARE using Godot and had an early issue with the AudioStreamPlayer not starting the music correctly at the start of the game. Works fine when running locally, but as soon as you build for web and play it there everything was off by about half a second. The key to knowing if it's not synced is the daggers should "hit" on the beat.
Again, THANK YOU so much for your feedback on this!
This is incredibly helpful and gives us a solid clue as to what is happening.
We actually designed it so that a "move" requires both a hand AND foot input (WASD and arrows). Pressing only one won't trigger a move. Your description makes us realize the tutorial doesn't communicate that, especially when it transitions out of freestyle mode.
We also noticed that when people are playing they are pressing the keys immediately when they see where the daggers will land, as opposed to timing it with the beat, which we didn't fully account for. We have a "Perfect" and "Okay", but we may need to add a "early" as well AND also update the tutorial to make it clearer.
We are working on cleaning this up so it's more clear, hopefully that is in lines with the 48 hour "bug fix" section as it isn't really "new" content.
If you wouldn't mind testing this one more time, could you try pressing a hand input (WASD) and a foot input (arrows) on the beat and see if that fixes it? We've been pulling our hair out trying to find this bug and we think it's a tutorial issue and maybe making the margins sooo tight it feels like it's broken.
Thank you so much for taking the time to give us this feedback, and thank you in advance if you are able to try it again!
PS - your game was great! Anyone reading this comments that hasn't played it go do that now but don't read the comments first!
