Delightful! Answers to some questions: - Moving off-beat is not explicitly punished, but if you get too far off the rhythm the game advances whether you're ready or not. So the main danger is that enemies get a free hit. The timing is actually quite generous, meant to help the game work properly on emulators and televisions with a lot of display lag - The compo version ends after stage 1-4, so you were pretty close to completing the demo content. I wanted it to end with a proper boss fight, but ran out of time to implement it - You guessed correctly: gameplay is heavily inspired by Crypt of the Necrodancer and Cadence of Hyrule. The NES isn't fast enough to process the updates in the same way as those games, so Tactus will necessarily diverge in terms of behavior, and that's fine
- The final version is planned to have much more content, especially music tracks. Many of the current limitations were due to the time and space constraints for the compo
This was strongly considered for the compo, and I just didn't have time! It wouldn't be very hard to add. I'm planning a bugfix round, hopefully before the compilation is compiled, so I might sneak it into the demo for that.
I would love to chat about a physical release if you were ever interested in doing that! Very cool stuff! Congrats on everything! Email me if you want to talk about it Johnroo@theretroroomgames.com
This game is absolutely amazing! I am having such a wonderful time playing this. I would love to see more CotN elements, like a shop and a penalty mode for missing beats in enemy rooms. Keep up the fantastic work!
This really captures the energy of CotN/CoH super well!
It's hard to really pick apart the game when it's just everything coming together so nicely, but it does feel pretty necessary to specifically say that the music is really impressive. :P
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Downloaded today with a small offering to encourage continued development of the final version!
we brought this game to our podcast. Listen to our thoughts on it in the most recent episode!
Delightful! Answers to some questions:
- Moving off-beat is not explicitly punished, but if you get too far off the rhythm the game advances whether you're ready or not. So the main danger is that enemies get a free hit. The timing is actually quite generous, meant to help the game work properly on emulators and televisions with a lot of display lag
- The compo version ends after stage 1-4, so you were pretty close to completing the demo content. I wanted it to end with a proper boss fight, but ran out of time to implement it
- You guessed correctly: gameplay is heavily inspired by Crypt of the Necrodancer and Cadence of Hyrule. The NES isn't fast enough to process the updates in the same way as those games, so Tactus will necessarily diverge in terms of behavior, and that's fine
- The final version is planned to have much more content, especially music tracks. Many of the current limitations were due to the time and space constraints for the compo
Does the game have Power Pad support?
This was strongly considered for the compo, and I just didn't have time! It wouldn't be very hard to add. I'm planning a bugfix round, hopefully before the compilation is compiled, so I might sneak it into the demo for that.
I would love to chat about a physical release if you were ever interested in doing that! Very cool stuff! Congrats on everything! Email me if you want to talk about it Johnroo@theretroroomgames.com
This game is absolutely amazing! I am having such a wonderful time playing this. I would love to see more CotN elements, like a shop and a penalty mode for missing beats in enemy rooms. Keep up the fantastic work!
This really captures the energy of CotN/CoH super well!
It's hard to really pick apart the game when it's just everything coming together so nicely, but it does feel pretty necessary to specifically say that the music is really impressive. :P
Looking forward to the full game!
Very nice game !
Oooh, I need to write up a mini tutorial don't I? You damage enemies by moving towards them. It's a D-pad only game :)