The first song is considerably longer AND is also harder than the second. Easy badge would be better if there were 3 "simple" level songs, even if I didn't need more than the two.
Controls feel awkward at times, but at least seem responsive. I like rhythm games, but I doubt I'll be revisiting this one.
So I discovered a possible softlock. In the early area with two Goomba-like enemies, if you stomp (possibly punch) the first, it loses its hitbox for a bit. You and a second enemy can enter this hitbox before it returns. The second enemy seems to trap both in place (they rapidly change direction but don't move). If you, however, are also touching this enemy-duo AND are close enough to a pipe, you become stuck and unable to play your "tired" animation to end the day.
Excellent game. Nothing to add that hasn't been said already, though I did encounter "death by switch" a few times. All times it was after I had slipped off a switch (so it was moving upwards to reset itself). I would attempt to correct direction back onto it, but I wonder if I didn't somehow clip slightly into the switch because it was moving at the time.
While the orange strings seem to be intended to be used as a pullback elastic-type device, pushing with them instead can result in immense force. It's enough to nicely shoot both shapes into the goal in the third part of the last level if you just move the yellow out of the way.
A "legacy" journal alongside a "current" one for collecting the rare weapons would be nice for completionists. Totems are vital for longer runs, which makes getting none on boss after boss painful. It feels like a system designed for long term replay, while making the same tedious and unrewarding. Meaningful progression in weapons is rough, too. The Shortsword is the last no-brain selection, but nothing is an obvious step up after that. I appreciate the "risk/reward" structure of the weapons and forcing the player to progress at "deterministic skill", but it's rough to be forced to pick weapons with more and more 0's just to get something that has a higher output. I didn't see the last 3 (non-wand) weapons, but I barely used any of them.
Fun at first, some improvements would be good though. Partial heal spell needs more buff from magic stat, currently appears to heal MAG + 6? Decent at low levels (where you don't need it), but poor at higher ones and doubly punishing to people "blessed" with lots of MAG+ scrolls. If the wand buffs this spell (I didn't play with it, really), consider this complaint withdrawn.
Good sense of humor, but it doesn't feel like the game knows what it wants to be apart from that. Case in point: I didn't even know I could MOVE my ship until wave 14 when I needed to collect hearts. It was never mentioned, and I presumed that all the coins out of my reach I wasn't getting was a feature that I was supposed to upgrade into. A few electric weapons and coin magnets and I was set up to, ahem, "play" the game until I was forced to learn I could move. The game, ah, didn't actually get any better for this revelation.
Also, it could help progress a little if there were a way to unlock hobbies before they're required. It heavily stymies progress to suddenly need a bunch of levels of a new hobby. I know that Quill is going to need a level 13 Lucky but I can't train it until she (or something) needs it. Worse is Elle, with a sudden requirement of 20(!) Angst. It CAN be pre-emtively unlocked if you get Lucky/Mysterious unlocked(since it seems they unlock every hobby higher on the list when you unlock a further hobby), but it's also quite possible to unlock directly with Elle and suddenly need 20 on a fresh hobby that essentially locks down progress for days with her, while forcing you to devote time blocks to that hobby.
These are great points, and we know those things still need a lot of balance massaging but we'll have features to help get through those hobby levels faster. I know what you mean though, it kinda feels linear if X girl has to unlock X hobby but it will benefit girl Y more. All stuff we need to spend lots of time with figuring out the right pacing etc. Thanks for your input :D
Ran into a bug after resetting: Jobs I had unlocked didn't activate new achievements (like be a Barrista, etc.) Since they're how you get more time slots AND more bonus multiplier, that's kinda bad. Refreshing seems to have fixed it, after I reset another time.
Scaling is also way too extreme, given that it's exponential in cost, but there's only a liner scale to bonus that gets relatively smaller as you progress. ie, going from 1.0 to 2.0 gives a bonus of 100% speed, while going from 2.0 to 3.0 gives only a relative 50% bonus while requiring the same number of additional achievements that also take longer to get. I get that as an Idle game the primary barrier to progress is time, but the time spent quickly becomes dissatisfying at the current progress rates.
I finally figured out what bugs me about Binary Dancer vs. Bracket Hero or Memory Typing - it's the line refresh. In the other Programming-style games, you have more control over the flow of the game - information keeps coming at you so you're always prepared for what you need next. Dancer gives you a line, but that's it. Once it's done, it takes a fraction of a second to process the next line when it's presented. Added to that is that lines get progressively harder to score, in the end you're getting less than half a point per keystroke (if you get to line 10 for the "30 point" achieve). To be fair, that's understandable given the limited inputs the game requires and may not need any sort of balance. Although I have a higher "high" score in Dancer than Hero or Typing, I feel more held back by the game mechanics than my own abilities (mind key mapping for Bracket Hero and memory/typing speed for, well, Memory Typing).
Corrections: the games that feel balanced give points at half the rate of mistakes, but I still can't figure out the rate that Binary Dancer gives points, since it seems to give them somewhat randomly
Thanks for your feedback. I will look into possible ways to improve the scoring system. The current system is 3 points per line for Binary Dancer (awarded one by one for the last 3 characters), and each mistake is -2 points.
Minigames are mostly fun, though Binary Dancer feels like it lacks some balance. A single mistake costs you a point, but points are accrued at a rate of 2 per line or something? It feels like you can't get the points fast enough even with no mistakes. As opposed to something like Memory typing, Bracket Hero, or Pixel Artist that reward and penalize at a consistent and equal rate.
A basic strategy I've found if you want to melee enemies is to use traps to thin out hordes, and use the "ram" skill on trolls. Anything you ram falls down, allowing you to hack at it for a second or two, then ram it again. Even the basic dagger works well with this method.
Fun concept. Some interesting bits where you can choose to murder clones to get through or not could be made more meaningful. Not difficult, but the inclusion of a double-jump seemingly only because "that's something games have, right?" is dumb, especially when it's as fussy as it is here. Overall a good experience when you have about 20-30 minutes to kill and want something a little different.
Upbeat music, upbeat attitude. I love that it ENCOURAGES you to keep going and keep trying. It's not raising the bar to get you to fail, but to help you succeed.
Short in a good way but control is a little fussy. Touching walls in the air attaches you to them, forcing you to jump or slide down and flipping your character. Wall stick sometimes happens when just walking off a ledge, leading to frustrating deaths. Still quite a fun little game, but lacks final polish.
These are great points, and we know those things still need a lot of balance massaging but we'll have features to help get through those hobby levels faster. I know what you mean though, it kinda feels linear if X girl has to unlock X hobby but it will benefit girl Y more. All stuff we need to spend lots of time with figuring out the right pacing etc. Thanks for your input :D