Ah I've never heard of Dungeon Raid, I'll have a look later.
Which part do you want to be lighter, the background? I should be able to make a light mode or something.
High score 42
Narrative masterpiece. I think it works very well mechanically with nice art too, but I'm not a fan of how you get caught on the rocks. As in, having to dodge them makes sense, but then when you hit one you just get stuck and dragged to the bottom of the screen, where you either get killed by an off screen shark or the rock despawns and you float on back to the play field. Maybe being able to shake off of the rock somehow would be a nice addition? Oh and being able to skip the intro too.
Glad you had fun, thanks for the notes! I consider it a rhythm game just cause the beats are meant to match up to the song, but some of the other comments have told me I did a bad job at that so whoopsie. I've already added a line to the tutorial in the post-jam version to make it clearer you can move free of the music.
Also for the sake of fairness, I'd like to point out this is only my third game in Godot specifically, I've made some before using PyGame
I honestly don't remember how it works in Yakuza, but either way the optimal strategy is to tap repeatedly because it lets you get more tiles faster (for instance pressing D, W, A in quick succession would get 3 tiles and takes about as long as just pressing W for 1). For the post-jam update I'll see if I can add holding keys in a way that doesn't feel too slippery.
As for the music, it was definitely the toughest part because I'm not musically inclined. In the jam ver, only "beach dance" and "encounter" use a repeating pattern of notes (as in they have a note every X frames through the entire song) while the others I tried to map myself. I tried to map them such that there'd always be something audible matching the note, but it's a shame they've ended up so inconsistent and I didn't even know. For the post-jam update I'm adding more visual effects to the blue square at least so it should be clearer when the timing is, and I've added a few more frames to the GOOD and BAD windows post-note.
Thanks for playing, glad you enjoyed!
There's about an 8-frame window to get a PERFECT and like a 15~ one on top of that for a GOOD iirc, specifically because I know some of the boxes are a bit off-beat. It's pretty tough to manually set accurate beats, at least when it's my first time making a rhythm game. As for Yakuza 0, it's mentioned in the second sentence of the itch description lmao.
Glad you enjoyed it!
I'll definitely have to experiment with making the beat timings clearer, maybe if the hypothetical second faster square is transparent so it won't clutter up the screen? And I definitely agree that no sounds for hitting the beat was a mistake on my part. The Neon Flames issue definitely should've been caught too, my only excuse is it being the last song I added right before submission, but I can easily remove the first beat in the next update.
As for the girl... I suppose if she were the one on the floor rather than the monkey, it'd be harder to make out the dances? But in reality she's just there to take up the empty space.
I think the core racing gameplay is really well done here - got a 27.22 with the most balanced vehicle. Some control options would be nice, like using SPACE for drifting.
I'm not really sure what the purpose of the 4-minute timer is in solo play, in my opinion it just sort of gets in the way of going for the fastest time possible. Similarly it'd be nice if in solo play it saved your best time.
This is a really good strategy game, I'd love to see it expanded upon. I'd like to see some quality of life improvements like hovering over an enemy unit to see how far they can move, as well as a total turn & kill count shown on the game end screen. Alternate maps, new unit types, and especially a multiplayer mode would be great additions as well. If you do expand the game further please tell me!
Completed(?) the game under the "eliminate the anomaly" path. Visually this game is amazing, though some effects when dashing would be nice.
Unfortunately I'm not a fan of first person platformers so I struggled on the 3rd jump for a while. Luckily for me and unluckily for my integrity, there seems to be a bug where if you airdash while looking straight up you'll be sent quite high, letting you skip some obstacles rather easily. I assume this isn't intentional but it's quite funny and let me actually beat the game.
One area I'd definitely improve upon is the moving platforms, where the player doesn't move with them while standing on them.
Really fun game, I like the grapple mechanic. Though I do think the short time limit kind of restricts the game a bit, I found the best strategy was to just run around grabbing all the biscuits on the floor without needing to actually engage with the platforming in any way. It'd be cool to see a regular platforming game built around these mechanics, though that'd obviously not fit the theme as well.
Thanks for the feedback! I was trying to limit hovers so it could still work on mobile, but yeah I might sacrifice that cause it gets in the way a bit. Will definitely put some thought into redoing the deck menu, at least filters for rock / paper / scissors but being able to filter by ability would be nice to add too.
Thanks for playing, glad you enjoyed!
Yeah I agree the game gets kind of slow sometimes, especially if all the monsters are on the far side of the map then you're just wandering aimlessly until you find them or a door. I think a time limit could work, but I'd also probably need to ping to the player what direction the exit is in cause otherwise they'll still be wandering aimlessly. Gonna go back to working on my racing game for now but once that's done if I have the time I may come back to this.