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Reviews for "Shmusicup"

I hate to say but...

I tried every letter on the keyboard, but it won't shoot. I mean the game looks great and entertaining, I just wish I could play it.

Tzai responds:

Oops RiCEmann, seems like the problem is not only the keyboard layout! Very sorry that you couldn't play. If you would be so kind to send us your OS, browser and keyboard layout through a pm we will greatly appreciate the help in investigating this issue! In the mean time you might want to try out the extended version or download version at www.shmusicup.com and see if the keys work there. Thanks for the feedback and sorry for the inconvenience!

To the guy below

Press Y
Lool

Tzai responds:

Hi DarkKingBernard, thank you very much for the clarification! I sort of suspected it might be because of the qwertz keyboard layout. We'll have to look into this and see if we can implement a workaround without changing the buttons completely and alienating current players. Thanks for the great rating as well!

Oh ****

I PRESS THE Z BUTTON AND NOTHING HAPPENS.AND THIS BUTTON IS THEE SHOOT BUTTON,F**K

Tzai responds:

Hi 11223330, sorry you didn't manage to play. The Z button seems to be working on our machines on all browsers, may I know what keyboard layout you are using? We are looking into this issue and wish to get it fixed asap! Thanks for the help!

Interesting!

I really like the concept you've got going here! It's clearly inspired by games like Audiosurf and/or Rez, but at the same time you're kind of improving on some of the ways those two games lacked action. Namely, Rez takes a very indirect homing approach to firing so that it feels more like you're issuing commands for the enemies to be shot rather than shooting them yourself. Your game keeps the shooting in real-time. Audiosurf, on the other hand, focuses exclusively on traveling and doesn't have much in the way of "attack" action at all. So it's cool that you're trying to make something similar that maintains that direct bullet-hell action while still using effects to make the beat and instrumentation feel like a tangible part of the action.

That being said, I did notice a few things that might make the experience a little cooler, if they're not too difficult to implement.

1) The way the beat effects the game seems mostly limited to the type and rate of enemy gunfire. This is more obvious on songs with simpler beats, but when you run a more complex song, it starts to seem more like general bullet-hell than bullets fired to a rhythm. It might improve on the experience if the beat were tangible in other ways as well. Maybe something like rhythmic changes in the ambient colors/lighting? Maybe something like, in addition to the player's normal rapid fire attack, adding pickups that give the player the passive ability to fire a second, more rhythmic sort of projectile? You might have some better ideas than those, but I did find myself wanting to feel/see the beat a little more.

2) The battle seems to always last until the song is over, which makes the gunfire feel a little meaningless. I realize it's how points are scored, but what I mean is that gunfire usually involves a payoff of some kind. (Shoot bad guy, he dies; shoot ship, it explodes; shoot door, it breaks open; etc.) I found myself wanting more payoff from the action. Maybe add some destructible minions to the indestructible boss? Something like that?

But in the end, maybe what I found myself wanting out of it doesn't quite match your vision for the game, and that's cool. But that's my two cents, if you want it. Cheers!

Tzai responds:

Hey AlmightyHrothgar, thanks for the feedback! We tried some other rhythmic changes before, and they were a little taxing to the resources. We thought we wanted to channel all the available resources to the music algorithm and gameplay, thus didn't get them in. We will defeinitely look into optimisation and get them implemented in the future, great suggestion!

You are actually able to reduce the boss's life to zero, after which it goes into overdrive mode, increasing it's speed for more points bonus when you hit it. The general feedback from early tests was that not many people were happy to have their music end prematurely, so the overdrive mode was added in to make things interesting. Have a go and see if you can get the boss into overdrive :) Destructible minions is a good idea though, we will look into that as well.

Glad that you like the game, cheers!

Huh?....

I seem to be experiencing the same thing that 'pokemonchix' is experiencing...
Well apart from that this is a very unique concept that I didn't even know was possible... I must know how you did this. This game does seem like one of those things where the creator is using the game to expiriment on something new and see how people like it.... so what i'm trying to say is, this new concept could be used in so many feilds... it just needs expanding into something huge then it would be even more fantastic.

Tzai responds:

Hello Clozal, thanks for playing! First of all may I know if the problem you experienced is the Z button not reacting? If you would do us a great favour can you please send us your OS, browser and keyboard layout through a pm? We are investigating this issue and as we cannot reproduce the error on our machines it's hard for us to know exactly why some of you guys cannot press the Z. As for the music recognition , you are definitely right in saying we will be expanding this technology in other areas as well, we spent lots of effort developing it and we want to put it to great use!