You are a mage who follows a brave warrior. This time he is stuck in a really long battle. Heal him and protect from foes while he is fighting the overlord. Developer Highscore: 8655. I guess it's easily beatable by OSU fans.
I tried downloading the source, but it crashed Godot upon opening.
I am surprised at the choice of keys to use in the game. I feel like using something like the arrow keys would make it easier to play. Of course, maybe it's not supposed to be easy!
Good music track, and the gameplay is really neat. It's a fun reaction based game. One note though, the death screen says 'The hero is slayed' when I do believe the correct word is 'Slain" In any case, good job mate.
@pvg Choice of keys is not for difficulty, but for comfort. Like if you put your fingers of left arm on a keyboard they can be pretty nicely be laid on D,F,G keys with index finger lying on F. I thought it's better. @jojo-the-clown And yeah, guess "slain" is correct). Thanks for all the feedback.
Pretty interesting concept, the idea of multitasking precision clicking alongside a semi-rhythm game mechanic makes for some compelling gameplay. It is pretty hrd to read the letters that pop up and click the enemies at the same time, so I suggest either colour-coding the letter popup so that they are easier to recognise, or even having them always appear in the same place. Thei can get faster with time of course.
This is just like a WoW raid but with on-screen prompts! But seriously, this is a fun idea. It would help if it was more music-based (as in, buttons are timed with music) and maybe if it didn't show you clicking buttons but clicking spells instead.
Really fun idea, though it could definitely do with a gradual increase in difficulty from easy to hard! Would also be good to have an audio indication when a key has been correctly pressed. Very nicely done :)
@matt-lewis@sunnray I guess I can make some update later. Actually, a good idea to call spells, not buttons. And they get faster over time, as well as enemies' spawning.
OMG this is really hard game. Mind you have to press only 3 keys but I felt constantly overwhelmed. One think I can say for sure it kept me totally engaged with what is happening on the screen. The good think it is very easy to understand, but I would welcome some "breaks" in healing/fighting to catch some breath.
@morriekken The idea with breaks is good, the game can get really intense at some point, at which you get tired. The thing that you felt overwhelmed means that my purpose to make player feel busy all the time is accomplished. I wanted to make a feeling that you always can't keep up with the pace.
By the way, personally I didn't feel like the game was too tough. Maybe it's because I had a lot of practice while developing) It gets a lot easier if you play several runs in a row.
Cool mechanics, good take on theme. But I think pace is way too fast from the very beginning, I think first 10-20 quick time events should go in very slow manner, introducing the game mechanics to the player and helping him to get used to the game. Btw, does this game has Victory state or it is neverending battle of Good and Evil? :slight_smile:
@room606 It's endless, because you never do what that warrior did. He went on a fight with high-level boss, luckily he had a high-level cleric friend who heals him, so this battle will basically never end. I guess that I will make start a bit easier. Thanks for feedback)
nice mechanics. honestly a bit hard for an old man :) . different colors for dfg would be nice maybe even different sounds. i think it's worth expanding on the overall concept, gj!
This game is really intense. I love it. Didn't manage to beat your high score(mine was only ~1200). Nothing really bad about this. It's one of my favourites so far!
I liked it. Easy to learn and hard to apply xD. Music was good and suitable to the game. maybe needs more sound effects to the battle in the middle hahaha. I reached 1035 score. Good job.
- Concept fits the theme perfectly - Genre is very cool, a rhythm game is rare in game jams, afaik - Music adds to the action (well, a rhythm game without music would be weird :cold_sweat: ) - Plus points for using Godot :heart: !
What could be changed: combination of keys could be the arrow keys. Even although I never leave my computer and I can type really fast, my brain melted trying to follow the game. I think left, right, etc would be more fitting.
Great idea. Nice execution. I didn't expect this kind of gameplay and was very positively surprised. It's very challenging and wants you to try again but my focus is terrible. I can heal XOR slay enemies. :D
@ldd I added this today, but as I don't have Mac myself I can't check if it is working properly, so there's nothing written about the update. Didn't want to announce what is not working
Good job on the game. The concept works well with the theme and it was fun to play. I enjoyed the muti-tasking and it would be cool to see it with additional stuff to keep track of.
Wow, I really liked this game. It's harder than I thought it would be. I suggest that the difficulty increases along the time. It is too hard just in the beginning. Good job!
@rodrigo-denubila Actually, this is what the game does, so if you consider beginning difficult, you don't even know how it is after about 2K points. Maybe I will lower the curve a bit in the beginning, no problem
@sokette There are a lot of suggestions from good people of the commentaries. I'll add them after LD is finished. Readability is one of them. Thanks for playing!
Good mechanics and a fun game to play. I like how you got this genre to work with the theme. Graphics are nice and the menu and UI work well. I did struggle with the key choices, but I just needed practice (two hands worked better for me). I would also improve the audio. Really cool game that came together well. Nice job!
Let me thoroughly explain why DFG is an atrocious scheme. ASD would have been effortlessly 100 times better because WASD is commonplace, and arrow keys would actually make sense.
DFG don't carry any meaning. Reflex is supposed to be automatic but it always had to go through the conscious parts of the brain. Forget ergonomics; I'd prefer arrow keys and I'm right-handed. If I see an arrow symbol, I immediately know which finger to use after thousands of hours of practice. If I have to interpret D/F/G into left/mid/right every single hit, and after about a minute you give me half a second to do so, I will face a roadblock. Someone suggested colors and it's also a must-have in my opinion; give more triggers for the muscles. You accidentally turned reaction-response into reaction-process-response.
@emperor-eagle@alaah Thanks for quality feedback. Yeah, I thought a lot about DFG decision after finishing the development. I decided that I am smarter than traditions and made a different layout. It's like AZERTY keyboards, maybe they suit typing better, but they are not familiar for 99% of people, so their advantages are washed away by traditions. I'll change the controls later.
Comments45
I am surprised at the choice of keys to use in the game. I feel like using something like the arrow keys would make it easier to play. Of course, maybe it's not supposed to be easy!
In any case, good job mate.
But seriously, this is a fun idea. It would help if it was more music-based (as in, buttons are timed with music) and maybe if it didn't show you clicking buttons but clicking spells instead.
Rafal from 4Boa Team
This one is my absolute favourite for this jam.
I reached 1035 score.
Good job.
- Genre is very cool, a rhythm game is rare in game jams, afaik
- Music adds to the action (well, a rhythm game without music would be weird :cold_sweat: )
- Plus points for using Godot :heart: !
What could be changed: combination of keys could be the arrow keys. Even although I never leave my computer and I can type really fast, my brain melted trying to follow the game. I think left, right, etc would be more fitting.
Greato Jobu! :smile:
I'll update this comment once I get to play the game ;D
Maybe the screen readability (color choice) could be improved ? That's the only idea I got right now to make it better :p
Let me thoroughly explain why DFG is an atrocious scheme. ASD would have been effortlessly 100 times better because WASD is commonplace, and arrow keys would actually make sense.
DFG don't carry any meaning. Reflex is supposed to be automatic but it always had to go through the conscious parts of the brain. Forget ergonomics; I'd prefer arrow keys and I'm right-handed. If I see an arrow symbol, I immediately know which finger to use after thousands of hours of practice. If I have to interpret D/F/G into left/mid/right every single hit, and after about a minute you give me half a second to do so, I will face a roadblock. Someone suggested colors and it's also a must-have in my opinion; give more triggers for the muscles. You accidentally turned reaction-response into reaction-process-response.