I love the concept of the game, dancing to get more upgrades is so interesting. Pecs bouncing be amazing XD. Music is catchy. Movement is super slidey though and I'm not sure if it's intentional or not but makes moving through the world and shooting more difficult. Also sometimes the same dance move would be repeated, probably a simple check like if lastDanceMove = "Orange Justice" and newDanceMove = "Orange Justice" > don't do that dance move; would do the trick. Overall I'm excited to see where this game gets taken and the prototype gave a good idea of how you will play it.
With regards to the movement, it was a bit tricky to get it to feel less floaty for the prototype. Hopefully we can get it to be more tight and maybe add in more options like jumping. For the dance moves, due to the nature of this Game Jam being less than 48 Hours, was somewhat tricky to get enough unique animations that flowed through nicely. However, we will indeed update and improve them over time.
Love the idea of web presentations, but your controls are off the hook. really killing the experience. Not sure what you have done here, however great that you have an actual demo. if its a dance off, you should focus only on 1 on 1 dance combat, so that means you don't need to add so much enemies on the screen. Don't mind the comments, just try learn from this experience.
Regarding the controls, I don't why it doesn't feel great for some of the players who have test this. Within our team, it has been mostly solid, but if we do decide to further expand and update the game, we will push to get better controls and perhaps keep the overall game to be a Dance Combat.
I like the idea of a dance battle type of game! I think the FPS parts of the game actually makes the game less fun. The FPS mechanics feel shallow, the enemies don't attack or in my play through just stood still.
I would suggest removing the FPS mechanics and make it a game about dancing (which seems like the more fun idea). To me it makes more sense that the player is "fighting" the AI when they are dancing and every beat that is "missed" damages the player and every beat that is "hit" damages the enemy (Something like Friday Night Funkin)
The controls feel very sensitive to me. This makes it hard to interact with the world.
I would suggest just scoping down and focusing on the core of the game.
But well done!!! Looks like a lot of work went into this
Noted. Thank you very much for your feedback! I'd say due to the amount of time we had, we didn't really get to implement a proper AI system and there were a couple enemies that we didn't even get to put into the game (sorry Soapy). But we'll definitely keep that in mind, we kinda thought the FPS "Doom-Like" sections were fun but perhaps the Dance element might be better to just be the main focus.
Maybe it could be like Puzzle Fighter from Capcom, but with the Dance elements used to damage enemies like you say.
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I love the concept of the game, dancing to get more upgrades is so interesting. Pecs bouncing be amazing XD. Music is catchy. Movement is super slidey though and I'm not sure if it's intentional or not but makes moving through the world and shooting more difficult. Also sometimes the same dance move would be repeated, probably a simple check like if lastDanceMove = "Orange Justice" and newDanceMove = "Orange Justice" > don't do that dance move; would do the trick. Overall I'm excited to see where this game gets taken and the prototype gave a good idea of how you will play it.
Hi there. Thank you for the feedback!
With regards to the movement, it was a bit tricky to get it to feel less floaty for the prototype. Hopefully we can get it to be more tight and maybe add in more options like jumping. For the dance moves, due to the nature of this Game Jam being less than 48 Hours, was somewhat tricky to get enough unique animations that flowed through nicely. However, we will indeed update and improve them over time.
Thanks again!
Love the idea of web presentations, but your controls are off the hook. really killing the experience. Not sure what you have done here, however great that you have an actual demo. if its a dance off, you should focus only on 1 on 1 dance combat, so that means you don't need to add so much enemies on the screen. Don't mind the comments, just try learn from this experience.
Thank you for feedback!
Regarding the controls, I don't why it doesn't feel great for some of the players who have test this. Within our team, it has been mostly solid, but if we do decide to further expand and update the game, we will push to get better controls and perhaps keep the overall game to be a Dance Combat.
Thank you again!
Well done on completing the game jam!
I like the idea of a dance battle type of game! I think the FPS parts of the game actually makes the game less fun. The FPS mechanics feel shallow, the enemies don't attack or in my play through just stood still.
I would suggest removing the FPS mechanics and make it a game about dancing (which seems like the more fun idea). To me it makes more sense that the player is "fighting" the AI when they are dancing and every beat that is "missed" damages the player and every beat that is "hit" damages the enemy (Something like Friday Night Funkin)
The controls feel very sensitive to me. This makes it hard to interact with the world.
I would suggest just scoping down and focusing on the core of the game.
But well done!!! Looks like a lot of work went into this
Noted. Thank you very much for your feedback!
I'd say due to the amount of time we had, we didn't really get to implement a proper AI system and there were a couple enemies that we didn't even get to put into the game (sorry Soapy). But we'll definitely keep that in mind, we kinda thought the FPS "Doom-Like" sections were fun but perhaps the Dance element might be better to just be the main focus.
Maybe it could be like Puzzle Fighter from Capcom, but with the Dance elements used to damage enemies like you say.
Thank you again!