Musical Tunnels by Lakea
rotate the tunnel and fly though the slots to play the musical notes, if you are not at the correct angle the restricted space will mean you crash your ship.
Controls
Main Menu
Move up - W , Up arrow, Dpad up
Move down - S, Down arrow, Dpad down
Select - Space, Button south(A on xbox controller)
Gameplay
Rotate Right - D, Right arrow, RB
Rotate Left - A, Left arrow, LB
Reset Level after crash - Space, Button south(A on xbox controller)
Return to main menu - ESC, Button north(Y on xbox controller)
All music used is in the public domain, so gameplay can be streamed or put on youtube.
Ratings
| Given | 0🗳️ | 1🗨️ |

The concept is cool. I think would be a lot more fun and easier if the possible rotation angles were lower. So instead of the current (10?), it would be something like 4 rotations. The many angles and the complex shape make it hard to judge how many times I have to quickly rotate to get to the right angle. Either that or just a longer distance between the stuff could also work maybe also with the ability to dash/fast forward if that turns out to be too long.
Very nice stuff overall. Good job!
The game's concept is simple and fun. I found myself getting into the "flow" state after level 3. However, I think it would be more satisfying if the rotations were at 45º angles, especially in later levels where it gets pretty challenging. Hehe.
Overall, nice work on the jam! :)
liked the simple and clear visuals, and the game mechanics is very mush self explanatory.
Nice work :thumbsup:
...good work on this entry, it could be expanded into something more for sure!
I liked how colourful the tunnel graphics were!
Here's the VOD on YouTube to watch the gameplay, just skip to your chapter on the video!
https://youtu.be/-eCnQ8GAhN8
It's so difficult! I tried a lot, but I've only managed to get to Baa Baa Black Sheep, and after about 10-12 tries I only got through 22% of that. I think at this track the distances between the notes become too short for me to do the moves in time, and if I try to start sooner I make the first turn while still in the previous note and I collide with it. Maybe it would work better if the "gate" you already passed through (and the note was played) was removed (or had removed collisions)?
I'd agree with LeviDSmith that it's sometimes difficult to properly measure the amount of movement needed, but for me the biggest problem is that the movement is "jumpy", i.e. the camera instantly rotates to the new position instead of doing it smoothly. I can see well enough where I should move to, but when the world jumps with every move I lose track of the target. I guess it would be difficult to set the timing of smooth rotation properly - make it too long and you won't give the player enough time to react before getting to the next obstacle. I think that a quick but smooth rotation would be better than the instant switch, but it might take some work to make right.
The audiovisual side is pretty good. The models are simple, but for a game like this that's a must - too complicated shapes would only make for a distraction and could make it difficult to align yourself properly. The music tones sound nice, though I think the tracks could have used some light rhythm playing in the background.
Other than that, it's a cool game! Well done on timing the music with the visuals right, from what I've seen in the past few LDs that can sometimes be tricky.