PyWeek - Brunch Massacre - feedback

Fun Prod Inno Disq N/W Comments
1 1 1 yes

Couldn't get pyglet working.

3 2 4

I like the rhythm-based control idea. (Reminds me of Crypt of the Necrodancer, which I haven't
actually played yet.) The blinking border is a good solution to make it easier to get into, and
the system has enough tolerance to allow for small mistakes. The parallax background is nice,
as is the music. With just three obstacles, restart-the-game-to-retry on game over, and just
two useful moves it's very unfinished though.

1 1 1 yes

The music was heavily distorted, and the screen would almost never flash white. I was never
able to figure out when I was supposed to hit the keys, and was never able to get a command to go
through successfully.

3 3 3

Good execution. Once I get to the yellow box, I can't do anything anymore.

2 4 4

I really liked this entry, and I would love to see the direction you intended to take it. The
music is rad too :) too bad you couldn't get a few more mechanics in

1 1 1 yes

not sure which pyglet version to use! Please use just standart libs that can be easily
installed!

1 1 1 yes

Could not run on my Linux system. Pyglet required AVbin to decode media therefore installed
libavbin, then crashed at pyglet.resource.media statements with OSError: libavbin.so.0:
undefined symbol: avcodec_decode_audio3.

1 1 1 yes

Couldn’t get to run on osx, problems with libavbin.

2 2 3

Nice idea and nice implementation to get the visuals to react to the music. It is quite
confusing to play in its current form though. It isn't really clear whether you are doing the
right thing or not. It would probably help to have a slower introduction with some hints as to
which button to press at which time. I tried a few attempts based on the help text but don't think
I was ever successful in getting beyond the first hurdle unfortunately.

2 3 4

There's not much to the game once the player memorizes the commands. Interesting rhythm game
mechanics, though.

2 2 2

It seems like you had the start of a great game but ran out of time. That's always frustrating,
but I like where this was going. I like the idea of an homage to Patapon, even if it's been done
before, and the theme seems a little tacked on. It looks like there wasn't much time for game
balance or difficulty curve, or making the game easy to pick up. The graphics are pretty nice,
and I like your idea of having different commands for different situations. I don't see how you
would make it work, strategically, for the leader to do something different from the others,
so it would have been cool to be able to see how that part would come together.