I've been working on this for the past few months. Next week I'm going to the Indie Game Festival, and hopefully I'll meet some cool people there and show it off to them. I'm looking for feedback, both for general improvements as well as specific things you think I should focus on in the next few days.
The game is a "Rhythm Platformer." You play a gnome, in the city of Metrognome, which is a giant ticking clock that counts down to some mysterious, unknown, cataclysmic event. The people of Metrognome are a musical folk. You are encouraged to keep all your actions (such as jumping, attacking and activating machines) in time with the music. You can try levels multiple times, and if you get good enough at them the sound effects of your actions will produce a song.
Right now the game has two levels, neither of which is finished per se, but which give you a pretty good sense of how it would play. I'm trying to figure out the best use of my time over the next few days. Should I be ironing out some bugs that cause problems 15% of the time? Should I work on artwork and presentation? Should I finish the second level (which is basically going to be more of the same mechanics) or start a third level that can show case a new mechanic?
You can download the latest Mac version here:
www.psycosmworlds.com/Demo_004_Intel.zip
There's a Windows version too, but right now I'm not sure how well it works (I'd appreciate it if people could try it just to let me know if the sound-syncing problems are universal)
www.psycosmworlds.com/Metrognome_Windows_002.zip
The game is a "Rhythm Platformer." You play a gnome, in the city of Metrognome, which is a giant ticking clock that counts down to some mysterious, unknown, cataclysmic event. The people of Metrognome are a musical folk. You are encouraged to keep all your actions (such as jumping, attacking and activating machines) in time with the music. You can try levels multiple times, and if you get good enough at them the sound effects of your actions will produce a song.
Right now the game has two levels, neither of which is finished per se, but which give you a pretty good sense of how it would play. I'm trying to figure out the best use of my time over the next few days. Should I be ironing out some bugs that cause problems 15% of the time? Should I work on artwork and presentation? Should I finish the second level (which is basically going to be more of the same mechanics) or start a third level that can show case a new mechanic?
You can download the latest Mac version here:
www.psycosmworlds.com/Demo_004_Intel.zip
There's a Windows version too, but right now I'm not sure how well it works (I'd appreciate it if people could try it just to let me know if the sound-syncing problems are universal)
www.psycosmworlds.com/Metrognome_Windows_002.zip