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Show off your project!

[Android] Rhythm Square (feedback is welcome!)

MesmerismJS
Saturday, August 9, 2014 - 09:10

Hello!

I've made (and just published) my second HTML5 game for Android using CocoonJS to compile it.

I hope you like it and i'll be waiting your feedbacks.

Links:

  • Google Play: https://play.google.com/store/apps/details?id=js.mmm.magneticsquare
  • Play online: http://jscanvasdev.com/rhythm_square/

 

Description:

Move the Rhythm Square to check-in the checkpoints. Your precision will be crucial to win points, bonuses and items.

Pass through the different zones that change the gameplay, collect and use the items to gain special bonuses and effects.

 

*Features*

  • Rankings online: Compete with the rest of the world for the top spot.
  • 17 achievements to unlock.
  • Five different items: Speed reduction, Bonus, Rhythm boost, Rhythm freezer and massive checkpoints.
  • Four different zones: Normal, Inverted, Ice, Obstacles
  • Three levels to unlock.
  • Retro graphics.
  • Challenging gameplay.
  • Endless game.

 

Screenshots:

            

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CruzR
joined 14 years 4 months ago
Saturday, August 9, 2014 - 18:33
CruzR's picture

Bugs I encountered:

  • When playing the items and zones tutorials in a desktop browser using a keyboard for controls, you don't seem to call preventDefault() on keyboard events when a quest is completed and the next info screen displayed. This is particularly annoying when the quest is completed by checking in a checkpoint, which causes the browser to scroll down by half a screen.
  • Some translations are missing: The "finalizar" button, the "rejugar" button, and the info message shown when attempting to view the achievements in the web version.

Gameplay-wise, I feel like it would be useful to have an indicator of how long an item is still going to last. Perhaps you could also think about tweaking the difficulty curve a bit, as my impression was that your life bar barely changed for too long, only in order to deplete so quickly that even the red powerup couldn't help after some point.

And, as a final remark: From the title of your game I would have imagined that the checkpoints are spawned in such a way that beating them would result in some kind of rythm or melody, like in Guitar Hero or similar games.

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MesmerismJS
joined 10 years 10 months ago
Sunday, August 10, 2014 - 01:13

Hi CuzR!

 

Thanks for the list of bugs, I'll fix them in the next version.

 

The idea of the difficulty curve is that, at some point (normally games that last more than 10 minutes) you have to maintain the bonus up in order to still alive.

There's also an Achievement that is unlocked when you make a game longer than 10 minutes, so in some way it is an intended behavior to not have a very long games.

Doing that, i've made more than 35.000 points.

 

About the item duration, it was implemented in alpha versions, but since you can activate more than one item at the time, and the game already has a lot of "floating" messages, it was a bit confusing so I decided to remove it.

 

Again, thanks for the feedback!

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