Cacophon

Danni's picture
Cacophon-720.png

Made for #OneGameAMonth - May 2013.

Just a quick one this month. Here's ten(?) timing puzzles.

Turn down your volume before playing, because it will be quite loud when you hit all the note blocks at once.

PgUp/PgDn if you really want to skip between levels.

DOWNLOAD HERE

Author: 
Dattorz (@gt_effbee)
Made For: 
An event

Comments

spiral's picture

Really good! The sounds are

Really good! The sounds are very amusing to play with, and having puzzles to solve gives a good incidental challenge. Bit stuck on the fifth (?) one though!

Danni's picture

"Incidental" pretty much

"Incidental" pretty much describes my entire puzzle design.

Also, shortly after release I realized that I didn't provide any form of level identification in the interface. I suppose you could always just go to the first level and use PgUp/PgDn to count your way to a level number. Unlike Voxatron, you won't get penalized for skipping around.

spiral's picture

Ohh, I missed the level

Ohh, I missed the level skipping option! The last level was a good chuckle.

SpindleyQ's picture

I really like playing with

I really like playing with the noises, but actually trying to solve the puzzles is super frustrating! Also pgup/pgdn doesn't work for me on this laptop :/

Danni's picture

I've been meaning to add a

I've been meaning to add a standard button remapping screen to Klua for a while now, so I guess I'll make that a higher priority. Grr, so many things I need to do with this thing...

Edit: Replace game.love with this. It rebinds level prev/next to - and =

Also GT is currently disallowing .love files so rename the .zip to .love! Don't extract it because that would be silly!

AttachmentSize
control-remap-for-spindley.zip219.97 KB
thesycophant's picture

Some of these puzzles seem

Some of these puzzles seem to be beyond my reasoning and dexterity, but when this clicks, it's really, really good.

On the one stage I really got stuck on (level 4), I kinda wished there was some kind of grid, because I had a hard time figuring out where in space a certain ball was and found the timing really difficult. But the game's probably still better without a grid.

Really, really neat. As usual, totally dig your overall presentation sensibilities, too.