a.void is a minimalist adventure in sound and time.
The gameplay mechanic: the colored obstacles don't spawn randomly. The "target" indicator you see is where they next obstacle will spawn in the next wave, and all obstacles will spawn at the same position and time (relative to the start of the wave) forever.
At first I was not exactly sure what to do. I tried using the arrow keys and it worked to some extent. Challenging but manageable. Then I tried holding the mouse button as I dragged. Much harder with it slinging around, but fun!
I thought the arrow keys and mouse button control differences were off, so I tried just clicking and it worked just as well.
Were these intentional? Either way, my favorite control scheme is moving the mouse with the button pressed down, flinging the dot. Yeah, I like the extra challenge. :P
Audio fits the game perfectly, especially with the end chime as the dot hits the void.
Sometimes the dot I'm supposed to get appears offscreen. Music goes nicely with the action. The effect when I fall into a black hole is familiar, maybe it reminds me of 80's video effects or public access educational shows... don't know, but it's weird. Maybe it's the font! Fun game, though.
Fits minimalism very well! Has great sound and I played for quite a while. My only complaint is that most of my deaths were from a circle popping up out of nowhere right in front of my path with no real way of avoiding it. Great job!
Nice title. Pretty relaxing to play, I clicked to move. Usually I would die when the void spawned near me, maybe if there was indication of where it will spawn next? or I might have missed something.
Just a heads up to the people who aren't fully understanding the mechanic, the colored obstacles don't spawn randomly. The "target" indicator you see is where they next obstacle will spawn in the next wave, and all obstacles will spawn at the same position and time (relative to the start of the wave) forever.
really nice. great presentation and consistency of style. I love the way the title flows into the gameplay. The double entendre in the name doubles as the instructions. sweet.
I love the whole idea behind playing with timing and sound, and the execution on the concept has a charming personality. Strangely enough, my highest score came when I still didn't know what I was doing. Afterwards, it became too easy to fall into my own traps while trying to keep the new trap spots spawning in the smallest area possible.
Loved the music. The spawning mechanic wasn't clear and if you have to explain it in text it may be an issue. Perhaps a better idea is just to hint visually where things will spawn shortly before they do? Maybe the ability to pick up shields, so you can withstand at least one hit/fail? In any case, very nice entry and very well polished for the time. Nice title, too. Develop it further and put on mobile devices.
Oh wow, this is fantastic! I love the control sceme. It works well enough to provide the player with a chalenge. The visuals are refreshingly simple, too. I also like the absence of a tutorial! The only thing I'm not a fan of is the audio/music. I like that it's reactive, and the implementation makes for a richer experience. The actual sounds somehow clash with the visual tone. But that's just my opinion. Awesome game. I'd definitely drop some change on a full version of this.
At first I was not exactly sure what to do. I tried using the arrow keys and it worked to some extent. Challenging but manageable. Then I tried holding the mouse button as I dragged. Much harder with it slinging around, but fun!
I thought the arrow keys and mouse button control differences were off, so I tried just clicking and it worked just as well.
Were these intentional? Either way, my favorite control scheme is moving the mouse with the button pressed down, flinging the dot. Yeah, I like the extra challenge. :P
Audio fits the game perfectly, especially with the end chime as the dot hits the void.
Good job! :D
Great job!
I got a high score of 60 and the game started lagging.
congratulations! <o/
While the music was good, it felt a bit mismatched with the visuals. It's a bit too cheery and upbeat for the cold visuals.
I like the movement. I bet it wasn't easy to program.