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suzukings

386
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A member registered Mar 21, 2025 · View creator page →

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This was a truly high-quality game. The ideas were innovative and brilliant. Honestly, I can hardly find a single thing to complain about. Did you create this entire thing by yourself?!

I really liked the difficulty level involved in adjusting the countdown; I think it’s a wonderful and highly innovative idea.

It’S really fun. I like this kind of action game. As for feedback, I felt the damage output of the standard attacks was a bit too low (it takes a little too long to defeat enemies).

Thank you!!

This game triggers a rush of pleasure when you manage to stop the timer at the perfect moment. It’s particularly forgiving that pressing the button too early results in a pause rather than a penalty.

Thank youu! (This is completely unrelated, but out of the Rhythm Heaven series, Rhythm Heaven Megamix is the one I played the most.)

Thank you for playing. I’m also happy that we’re both rhythm game creators :D

The idea of ​​using one’s voice to control a video game hadn’t occurred to me. Since it’s quite a famous meme, a major plus is that people can usually play it without needing an explanation of the rules.

We met at the last jam! Yes, I think your point about the yellow countdown makes perfect sense (I couldn’t think of any other options). Thank you for the feedback and for playing again! :DDD

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There was a wide variety of mini games, so I never got bored and really enjoyed myself. (I also appreciated that there were actual clear conditions, rather than it just being an endless mode.) My only complaint concerns the icon that appears when people reject you in some of the mini games, is that supposed to be a middle finger? If so, that was a bit of a downer ;( That said, it was a really fun game!

OHHHHHHHHHHHHHHHHHHH

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There was a wide variety of mini-games, and I really enjoyed them. As for feedback, there were a few spots where it wasn’t clear which controls to use, so I think it would be great if that could be improved (for instance, by adding a mouse icon next to the initial instructions for mouse-based games, or a keyboard icon for keyboard-based ones.)

Thank you. I’m very happy that you like the visuals.

The gameplay is easy to understand and fun, and the game over sequence isn’t heart-attack-inducing, but it’s still scary. I really like this game! :D

I’m glad you liked it. Thank you for played!

I really liked the process and presentation of pulling up the weeds. As for feedback, I think it would be good to add encyclopedia-style descriptions for the weeds.

I liked the character designs. I also enjoyed the mini-games; they were simple, easy to understand, and offered a good variety.

I think it’s a fascinating game that really makes you use your brain. I like how the way the blocks are arranged aligns with the explosion countdown.

That particular presentation might indeed be a bit of a matter of taste for some people. But I am truly grateful that you played this game!

As for feedback, I feel the timing for jumps is a bit too unforgiving. However, it is a very fun game. I was particularly impressed by the concept of having to collect jump counts as items.

Thank you! I’m genuinely happy to receive praise for the fact that it was made in Scratch. (no sarcasm intended!) To sync the music and rhythm, I used TurboWarp to run it at 60fps and utilized a specific blocks from an extension. That allowed me to successfully eliminate “almost all” audio desync issues.

Thank you for playing. I had planned to implement a tutorial skip function, but we couldn’t because it would have slowed down the tutorial’s pace :(

I struggled even to defeat a single AI opponent, but I really liked that level of difficulty. As for feedback, I found the downtime after a Game Over a bit tedious, so I would love a feature that allows me to spectate other players.

Thank you. She’s the one in charge of surprise attacks :)

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I struggled a bit to find the exit, but it was fun. I liked that there wasn’t just one way to defeat enemies (I can take them down using the attacks I prefer).

I really like the way you complimented me! :D Thank you for playing.

I enjoyed it so much that I played it thoroughly right up to the last day. It’s interesting how you have to figure out how to dig through the ground to make your way back and forth.

Thank you for playing. Regarding the low volume on the title screen: I was overly concerned that the sound of insects would become annoying if a player left the game idling there. As for the 2 buttons for reset and back to title having their functions swapped—that was a complete oversight on my part. Thank you for the bug report.

There were a few things that bothered me, but overall, I found it entertaining. I think there is room for improvement regarding the title, the music, and so on!

I really like the protagonist’s design. The action mechanics are quite varied and well-done, too. My only complaint is that I wish there were signposts or similar markers indicating, for instance, that you need to go up first. (When I headed right along the floor, I just kept running into flat, open areas.)

I think using the encroaching sunlight as a countdown element is a brilliant idea. I also really like the variety of other gimmicks included. As for feedback, I think you could add various sound effects—like when pulling a lever or taking damage.

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It’s impressive how vast the map is (as mentioned in the game description). I also think the UI is very well-designed.

It was fun seeing more areas open up as I acquired new techniques. I particularly enjoyed the dash movement—the fact that there was no cooldown meant I could just keep moving quickly, which felt great.

I really liked the mechanic of holding down a button to grab the diamonds. I would like it if the player—not just the guards—could also see the surrounding walls more clearly (for example, by having the area around the player glow slightly).

It was quite fun. I really like the thoughtful design feature where the tiles turn red as the countdown approaches zero.

I like the story premise. I also appreciate that, despite having only four days for development, they managed to get it to the point where you can actually watch the characters fight in the arena.

I like the sense of tension as the countdown shortens and the meteorite draws closer. I also really like the mechanic where time rewinds when the apocalypse arrives.

It was really fun! (I cleared up to Day 8.) I like the risk-versus-reward aspect where the most useful items are located further away. I think it would be good to include clear illustrations on the power-up screen at the end of each day.

I like the way the title was chosen. It’s great that the time bomb doesn’t explode the moment it’s thrown. instead, it waits until the countdown hits zero.

https://suzukings.itch.io/flash-rhythm The rules are incredibly simple: when the on-screen countdown hits zero, click to defeat the ghosts with a flash of light. (It is highly recommended to time your clicks to the rhythm.)

If you’re interested, please give it a try.

Estimated playtime to clear: about 5 minutes.