FoonLudum Dare ExplorerLD41 → A Knight of Music

A Knight of Music

By danny88881

View on ldjam.com

CategoryRankScoreCount
Overall2163.5941
Fun4223.1541
Innovation1783.6741
Theme1044.0741
Graphics813.9841
Audio483.8241
Humor3092.7338
Mood2383.2739

Comments

pandademic42 2018-04-23 03:44

The tutorial was cute! Great graphics and music.

After I reached the end of the tutorial, though, the screen went white and I could jump, but nothing ever faded back in? (I played the mac build link, online without downloading it.)

danny88881 2018-04-23 04:05

Sorry about that! I had to hotfix the game. It was worked in the game engine but not after compiled. It should work now!

pandademic42 2018-04-23 04:07

Yay! :D I'll give it a go!

pandademic42 2018-04-23 04:12

It works! Definitely great music, and cute characters, world, and concept. It was really hard to remember which key was which color, and by the time I looked at the lineup at the bottom, I forgot about the monster trying to kill me, and the rhythm. XD But it was fun though.

danny88881 2018-04-23 04:21

Thank you!

rvenson 2018-04-23 16:47

Very good concept. I love the main characters and you feeling. The music is great and I was very interested in the power of the gadot engine. The phrases of the tutorial are not very readable and it is difficult to see them completely in the first tutorial buttons, which makes it difficult to understand the mechanics of the game. Given the limited time of the compo, I still expect to see more of this great concept, perhaps with different attacks and a deeper storyline. Congratulations for your excelent submission!

adroitconceptions 2018-04-23 23:11

web version is doing -> 403 Forbidden

mathiouza 2018-04-23 23:15

Awesome concept, lovely music, cute game ^^ I really enjoyed it. A negative point though : I think the controls are a little bit to hard. Despite that, really cool, game ! Congrats !

Keep coding :)

omnipotentindie 2018-04-23 23:23

Decent, I don't know if the concept is very good, but the graphics are really good, and the sound is good

sndr 2018-04-23 23:38

Really cute and cool game! I like the mechanics although they felt a bit complicated. Definitely require some dedication to master! The assets, the music, ... they did it for me. Nice job!!

serious07 2018-04-25 00:23

I'm realy like the mechanics of this game, it's pretty cool. Well done! Nothing to say or add, game is great!

very-bad-bunny 2018-04-25 00:45

I think the only problem with the game is that it's two different things to watch. It is tricky to look at the bar of ritimo while trying to hit the enemies. If the bar was something smaller and above the character I think it would be easier. The art is impeccable and very well implemented (even in the small details like the jump) and the music fit perfectly.

Congratulations for the game!

megrabbit 2018-04-25 00:52

OMG this is so hard and good. The music's GREAT. When I have more time I want to play this for longer - it's definitely something you'd need to practice. Amazing work!

derek-volker 2018-04-25 01:03

The concept was very interesting and it had a flawless execution but i personaly find very hard to coordenate the action in the platform and the color rhythm part at the bottom. I really dont know how to point a way to correct this or maybe im just a lousy player.

Anyway, congratulations on the game!

marcius-oliveira 2018-04-25 01:08

The game is fantastic, the music it`s great, but I think you guys should put some feedback when a press one of the ~notes~

steel-dev 2018-04-25 01:09

I love the gameplay, and the graphics! Very well done!

fenwick 2018-04-25 01:24

Am I missing something or do the walls just need like 40 hits to take down? Couldn't get through the third level.

technonugget 2018-04-25 01:24

The original didn't work for me for some reason, it just launched a console window and then immediately closed.

I really liked the implementation of the rhythm system with the attacking. It was better than other mashups with rhythm the rhythm genre. It would have been helpful to have a different visual cue though, closer to the character, maybe above his head or something so you could see how close an enemy is to you when you are getting ready to attack.

danny88881 2018-04-25 01:29

Thank you all for your kind and constructive feedback! If I decide to go further with this game I will take all of your feedback into account, so keep it coming!

@fenwick Sorry about that, I didn't make it clear in the game but the longer the combo is, the exponentially higher the damage you do is. Around a 10 combo should do it for a normal door.

beamkirby 2018-04-25 01:58

I think this sort of concept could be done much better. The main issue I take with this game is that it's supposed to be a rhythm game, but the only half the game is rhythm. The part with attacking enemies requires you to hit along the beat of the song, but the platforming is completely free and on its own. I think that in order to truly make a rhythm action platformer, the platforming should somehow be part of the beat as well.

I also take issue with the rhythm part of the game. The songs you have should have a very clear and deliberate beat, typically with just straight quarter notes in the base line. This way, the player gets a good grasp for what the beat is and can play in time. Speaking of time, I noticed one of your songs plays in 3/4. You really should keep your songs in 4/4, common time, so the player has an easier time keeping time. Being a musician myself, I find that counting the beats in a measure to be extremely helpful in keeping the beat, and I'm sure most people who enjoy anything rhythmic do, too. Also, your songs feel entirely too slow. I get that having slower songs in the beginning level and slowly increasing the tempo is a way to establish a difficulty curve, but your songs should still start with a higher BPM. Keeping time with a high tempo may be difficult, but keeping time with a very slow tempo can be worse. Lastly, your rhythm bar, to be frank, is poor. The rhythms are generated randomly, often with large gaps between notes and some sections that suddenly throw a ton of notes at you at once. Your notes should come at a steady pace, and should try to follow the song.

Taking all these criticisms into consideration, I'm sure this game could be really great!

gamesplusjames 2018-04-25 02:04

That was a really cool combo of genres. the attack mechanic was really interesting and I love how you implemented it. My only problem was forgetting which key mapped to which colour. It'd be nice if the notes travelling along the bar said the key that needed to be pressed. Otherwise a really great entry! Nice work!

hpmnk 2018-04-25 02:47

Pretty nice game ! I love the idea of playing a platformer, with input sequence to succeed. The concept respect the theme, you have my vote ! Music is quite cool too ^.^ The game need some tweaks to get his true potential, like getting Combo working, and maybe put a letter in the circles, because it's a bit hard to follow like this ^^ Well done

kkrac 2018-04-25 03:12

nice graphics and awesome music! very retro. I didn't quite understand the concept though. But nice little game

coda-highland 2018-04-25 03:29

It's hard to treat this like a rhythm game because the timings are so broad. It also takes a lot of practice to get used to mapping the colors on a single line to the buttons -- I would consider making four lanes like most rhythm games because it's way easier to keep track of things. But I like the power mechanic, and the rhythm-ness of it doesn't interfere with the platforming elements.

random-storykeeper 2018-04-25 07:11

I might be silly, but I can't, for the life of me, figure out how to get past level 1? The knight can't jump high enough to reach that ledge, and the wall to the right of it is way to high for me to get up.

a knight of music -stuck ledge.png

To make five tracks within 48 hours, atop also doing the other aspects of the game, is very impressive. I like how the tracks did sound different from each other, but still had a similar sound design connecting them. I do agree with BeamKirby in that while the tracks are good, they're not really fitting for a rhythm game. You don't necessarily have to make tracks that are 4/4 but the rhythm patterns did feel quite counter-intuitive and did not match any beat within the audio at all. I think you can totally keep the chiptune sounds, but have more focus on the drums and allowing the rhythm based portion of the game match those drums.

The art style was nice, and I liked that you had an in-game tutorial, as well as an overworld map. Those were great touches that I don't see in a lot of compo games in LD. You've tapped into an interesting concept, though I think the focus needs to be on reworking the rhythm game aspect and figuring out how to blend the two genres together more seamlessly without it feeling like the player has to juggle two completely different games. Keep on keeping on. :wink:

redhatto 2018-04-25 11:40

Ok , this game is so freaking cute! I don't know what it is, but you've created something incredible. Platformer rhythm game is a very cool concept and for you guys to pull it off, that's impressive. I had pretty hard time focusing on two things at once but I guess that's the whole point. Music is incredible, art is really cute, run animation looks pretty good, the map brings a true retro vibe. You guys nailed the feel. If I were to bring something up it would probably be VFX, It's really subtle but it hurts my animators eyes to see a dust animation not following the angle of the jump. I would rather make a universal dust clouds moving along the ground and not following the character. If anything, going opposite direction. Also the animation when u start running, seems a bit stale and forced. I think subtle indication od movement would work better here. But that's again so insignificant for the whole game that you've made. Congrats guys

thiagowaw 2018-04-25 16:12

I loved your pixelart! :heart: The music is very good too. It took me a while to understand how it works, but then I was able to play the game well. Great job :smiley:

Take a look on my game (is a pixel art too :smile: ): https://ldjam.com/events/ludum-dare/41/vector-rabbits-slayer

gi11 2018-04-26 03:13

I really enjoyed the overall art and sound of the game. They complimented each other pretty well and set the overall mood of the game. The rhythm part was a little harder for me because I kept forgetting the keys and killing myself. Wish there was some leeway there so I could struggle through some parts rather than restart. Other than that, it was awesome.

Good job!

dijaguy 2018-04-26 04:02

Fun and smart game design! Great pixel art and "world" feel. The game has a fun and balanced multi-task element to it. If you keep developing it (please) you could probably add some challenge and puzzle'y'ness to integrate the colors/timing/combos more.

I hope I get to play an updated version of this in the future!

(also, thanks for playing and rating/commenting on our game!)

acoto87 2018-04-26 04:53

Boy, I'm terrible at this kind of hit-the-key-at-the-right-moment games. The art is super nice, I like the music and the mechanics are very simple yet complete. Keep it up and do an extended version, it will super cool.

alchemic 2018-04-26 05:15

I made it halfway through level 1 in the HTML5 version, but then the game crashed with [this stack trace](https://hastebin.com/ozifurepun.cpp). Seemed pretty laggy in general, possibly a problem with Godot itself.

But the native version works fine!

Great game. I love the sprites. Balancing the rhythm gameplay with the platforming feels pretty nice, but I wish the UI for the rhythm part was closer to the knight so I don't have to take my eyes off the action.

The jumping feels like it's missing delta time calculations. Another comment said that they couldn't jump high enough, but when I jump it nearly puts me into orbit.

maloy-quinn 2018-04-26 12:22

Fantastic! I love the stylistic approach taken here.

mgsx 2018-04-26 18:19

nice mecanics, it's not easy to synchronize attacks because timeline is far from battle zone : you need your eyes to switch between them quickly. Maybe with a bigger timeline or a timeline close to the player could do the trick.

Graphics and music are simple but it works. You found time for tutorial and a map : nice job !

pietro-ferrantelli 2018-04-28 14:57

Smart combo of genres, i enjoyed playing it. The mechanics are well put together even, I especially liked the audio and the pixel art is cute. Good job !

indie-gaming 2018-04-30 13:44

deleted

indie-gaming 2018-04-30 16:34

Check out my play through of this awesome game, and make sure to hit that subscribe button to see more playthroughs of LD41 entries! : D https://youtu.be/eE9DkHUc4cU

mau 2018-05-02 02:05

Good game, It took me a while to apply the mechanics properly, but it was fun to play.

gamekrazzy 2018-05-02 07:36

So I gave the game a good ol' try! The graphics are solid, music is a tad repetetive, but overall everything works well together. I honestly found the mechanics to be quite fun and interesting. The attacks felt in sync with the music which is good, however the music didn't quite feel right. (That may have been the repetitiveness)

Lastly, and this isn't really a critique in any way, but nice use of Mort's pixel art tutorials, your overworld map looked great! ;)

gustavo-christino 2018-05-08 16:33

I found the graph amazing (very good, congratulations). The song repeats a bit, but it did not annoy me (vary the song according to the set of phases, in case of creating new phases and worlds would be very good).

The on-screen tutorial could be improved (perhaps with icons and with a less clear source, to counteract with the background; it also depends on the sensations you want to convey).

The phases increase in difficulty (in terms of how the ground, number and position of enemies), this in itself seems sufficient; however, to what I noticed, there is the added difficulty when the character has to do the combos. As I see it as a suggestion, I would say that the difficulty of doing the combos should be applied only while advancing within the same sequence of combos and not in advancing the phases (because it is difficult to hit the buttons all the time).

Suggestions... I would say that continuing the project was very interesting. I do not know if it would fit here, but items (equipment, powerups, coins etc) and character progression can be cool.

strangeryann 2018-05-10 15:02

Aight so first off be careful with your gamejolt links on this ldjam.com page, they don't seem to quite work [aka. they don't underline and then you can click them and BAM you land on the page - you gotta copy-paste them into the browser - which is fine too, but less swanky IMO].

Then I'd say the font of the tutorial text is a bit hard to read.

I'm stuck at the start of the 1st non-tutorial level because it's not possible to jump the gap.

All in all I'd say the mechanics are too punishing, you don't have a nice margin of error right from the start with this "either make damage or take gamage" approach.

The music and the graphics and Mr Nighty Night are all very cute and adorable but the gameplay could be better polished IMO..

Anyhow, it's original nonetheless, good work :-)

ribout-horace 2018-05-14 23:57

I beat the second level but never the third ! It was too difficult to keep in memory wich color is wich finger (maybe if the highness in partition were link to the color...) I also was a little down because the rhytm didn't match the music, but it's a jam game, I ask for too much ! Because, in the other hand : the idea is great, pretty well implemented (maybe the block who need 10 combo, could have a visual hint to understand that, cause it was a little unsure how to break it...) and the polish on some feature was awesome !