Wish you could browse other challenges while currently doing one. It would also be nice to see what skill a challenge will unlock before actually completing it, so I don't waste my time with a skill that's irrelevant to me for the forseeable future.
The whole "bar moves at whatever speed it wants" sort of ruins this game. If you want the notes to be right after one another, you should have just put them closer together. And the same for slower ones. Things like the bar completely stopping and then randomly starting up again take away the actual skill that you could be building up and just make it stupid random memorization. And the parts where the bar doesn't even move at all but just teleports ahead by itself!? I mean come on some things in a game need to remain constants. That's not even mentioning the fact that notes at different heights don't actually stay at the right height, which is supposed to be the indicator of what key to press.
Dear god that was quite the time. I LOVE that the very first level has a secret level in it, which has a secret level in IT, which has another secret level in it!! Now that's what I call dedication to the trope
Cool game, fantastic sound design. My only complaint would be that the character seems to static (no pun intended) while moving. By walking up against a wall I could see that he does bob up and down a little, but it's too minor to even see when moving normally, especially for such a quick character. Other than that pretty fantastic, nice job.
Well, this was an incredibly pleasant surprise! This reminds me of some real old real good zelda dungeons with their interconnectedness in all the best ways, with awesomely intuitive mechanics and great art for communicating things to the player (love the elevator across the two rooms), and some very nice level design concepts like introducing several basic ideas early in a stage and then combining them in increasingly complex ways to test the player.
I might have decreased the hearts to 2, or even 1 but that difficulty is something I'm sure you thought long and hard about and came to your own decision on. Only critique is that on the moving arrow-shooting blocks, they sometimes shoot arrows through the edge of blocks in what I'd say is too close to be good (top-left stage particularly for this one). Amazing game 5/5, can't wait to see what comes next!
Is it just me or do the cannons and stuff not reset their cycles when you respawn? I keep having to change my timing at the beginning of levels that start with cannons (which shouldn't have been included if this is actually the case) and it makes it so much harder and sometimes straight up impossible
Yeah, after messing around some more and doing a lot more of the puzzles, I've come to understand a bit more of how it works. Where I had the whites was just a stand-in to check if it would work (which it should have). It took me a while to realize that the checker also takes x-ed out squares into account. The more I think about designing the checker from a programming standpoint, the more horrifying a task it seems as you've got to worry about the current solution seeming valid but also leaving enough spaces remaining but trying not to just give it away to the player and also remembering white spaces and knowing which one to gray out if you just fill in like 1 blue in a column full of 1 1 1 1 1, and agh I can't believe it works at all.
Yeah, I'm not sure how it works either... The other half of the team (the smart half) explained it to me at some point but I'm still convinced it involves black magic. XD On the bright side, she tells me that the new version is done in a completely different way and this particular bug should be gone.
I'd say this game could use an impossible badge. As it is the hard badge is the 4th least awarded badge on Kongregate, although that's likely in part due to the age. Maybe a time of something like 22 minutes? Although that's sounding pretty like actually impossible. I dunno, it's definitely not anywhere near as difficult and/or time consuming as the #2 least awarded, held by beam ball's impossible badge (god was that hard). #1 from what I can tell is just an unpopular game's hard badge, I tried it out and lag was unbearable.
How opponents will put down a card reacting to the card you're also putting down is infuriating. Like, they'll have no taint and I'll be putting down a card that gives them taint, and yet magically they'll know to play their card that removes their taint
the plus levels' indicators on the side (dim when you have the corresponding color in the same number indicated) doesn't always work correctly. I'm currently looking at a puzzle where I have in one column two separated single blue dots, and there are two consecutive blue 1s in the indicator up top but they don't dim.
I took two screenshots, with the other indicated colors filled in at random, in a valid solution for the column just not necessarily for the whole board (after all the indicators should work on a by-column basis). In any case, the only way the indicator dims is to actually move the blue OFF the correct position, and move it elsewhere for some reason.
Here's the screenshot with blue in the correct spot (indicators not dimmed): https://imgur.com/g4PN1LX
And here's the one with one of the blue moved to an incorrect spot (still correct for the column though) (indicators dimmed): https://imgur.com/OnXf6nW
Yeah, I'm not sure how it works either... The other half of the team (the smart half) explained it to me at some point but I'm still convinced it involves black magic. XD On the bright side, she tells me that the new version is done in a completely different way and this particular bug should be gone.