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Dubmaku

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Dodge deadly bullets to the beat of dubstep!

Dubmaku features a dubstep song created on the fly by the trippy bullet patterns. It's easy to pick up and pleasant to the eye.

Added even more bullet patterns.

Even more bullet patterns.

Also, maybe global scoreboards.

Roasts

gdkarthik92 1 year ago

Level Design Controls
Great idea. great game design. but controls need to be updated. the player movement is too fast.
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DyingSilence 1 year ago

The closest your finger is to the dot, the slower you go.
People tend not to figure this out, it requires fixing.
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gdkarthik92 1 year ago

yeah, just put some indicator near the dot or an instruction screen . but great concept my friend.
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DyingSilence 1 year ago

Thank you, that's some quality feedback :)
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fractilegames 1 year ago

Mechanics Tutorial/Learning Curve
Good and simple concept. I too had trouble figuring out that you control movement speed by touch position. I don't know why, because now that I read about it here, it feels so obvious.

One problem I had was that when the bullets started coming from bottom of the screen my hand/finger was often blocking my view. What makes it worse is that there's less time to react as the distance to my dot is so short. Maybe there could be some sort of warning/indication at top portion of the screen before bullets start coming from the bottom edge..

The graphics drawing could use some anti-alias or higher resolution (if that's not the native resolution, couldn't be sure). Perfectly smooth polygon edges would make it look much better.
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DyingSilence 1 year ago

Thank you for the insight!
Well, the quality is somewhere about 1080p, and it's scaling from there. Should be good on most phones and tablets.
Yes, there's little time to react to the things comming from the bottom, so there are indeed indicators on the top - there are diamond shapes dancing around the bullet spawner for every bullet comming from the bottom. You may have not noticed, but they follow the angular position of their respective bullets, and then swallow them (to indicate they are connected).
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fractilegames 1 year ago

It's not about the resolution then. I seems that the scaling isn't using any filtering which causes unnecessarily jagged edges even on QHD screen (1.5x source resolution). This is a really minor issue, but somehow caught my eye.
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SilentKiller 11 months ago

Horrible seriously make it possible for people to play on computer
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DyingSilence 9 months ago

Why is it? Lagging too much?
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PeculiarCarrot 9 months ago

Mechanics Tutorial/Learning Curve
Oooh, I love this! The idea is super cool, but my biggest issue is that it's too easy for too long! I spend a lot of my time waiting for something challenging to happen, and then all of a sudden I get a bunch of bullets coming in front of and behind me and I die, so I have to sit there for twenty-something seconds again while I wait for it to get more difficult. I get that as devs we know that we make our games too hard (I'm guilty as charged), but it seems like you dumbed it down too much. I want to hear epic dubstep tracks while I dodge a bunch of bullets!

Another very small nitpick I have is that the bullets that spawn along the edge of the circle. You can see them being created out of nowhere, maybe spawn them a little bit inside the circle so the player can't tell :) I hope to see some updates to this!
Reply

DyingSilence 9 months ago

Thanks for trying it out!
Yes, the game is easy, so it can introduce newcomers to the bullet hell genre. You're quite right though, the difficulty doesn't spiral quick enough. Also, there are only four difficulties at the moment, the hardest one activating at over 30 seconds. My idea for now is that the higher the best score, the faster will the game skip through the boring parts - this way both newcomers and veterans win.

I think you may have missinterpreted an inward bullet indicator for an actual bullet, which means I've done poor job communicating what it is. If there are tilted squares near the emmiter at the top, this means there are bullets coming from underneath.
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UnknownEvil 6 months ago

Hey, basing speed increase on high-score is a great idea! (I'd never've thought of that)
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DyingSilence 6 months ago

Glad to be an inspiration :D
When waiting for the interesting and intense parts of the game is the problem for the advanced players, the most obvious solution is to speed things up depending on how well the player overally deals with the game, so using high-score sounds like a go to way of doing that.
I'm writing that so you can see, that to solve a problem you basically need to understand to problem's components well enough, and then solution will become intuitive.
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UnknownEvil 6 months ago

Could pose a problem if a pro sets a high score on a noob's phone, perhaps the first few rounds should have no difficulty change
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DyingSilence 6 months ago

You may keep a secret list of previous five scores, calculate an average, and use it to do the scaling.
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RatMatters 1 month ago

Tutorial/Learning Curve UI Graphics
Good learning curve. Fun for a couple of times but my god the graphics are bland and the sounds are weird, but that is just my view on it.
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