FoonLudum Dare ExplorerLD47 → Soundcloud The Concert: The Game

Soundcloud The Concert: The Game

By beats

View on ldjam.com

CategoryRankScoreCount
Overall15862.6940
Fun15002.5640
Innovation10183.1338
Theme11993.2039
Graphics12543.0040
Audio8083.1239
Humor3763.3539
Mood12922.8738

Comments

funemaker 2020-10-05 20:16

Love the music and the idea! I think the audience bar does go down pretty quickly though.

bellringerquinn 2020-10-05 20:16

What am I supposed to do?

athryell 2020-10-05 20:19

I try it many times and I found it a little bit hard, but maybe because I'm bad. I really wanted to fix the hologram and hear all the other songs!

mosegames 2020-10-05 20:20

I love the idea. It was a little hard to understand what to do. Im sure I really got how to play.

pcgamehunter 2020-10-05 20:20

Damn that's hard, very nice game.

happydevilgames 2020-10-05 20:21

This is awesome, I really like generative audio in games or games that go along with the music. The difficulty was a little high at first due to the audience bar going down quickly but made the victory screen worth it.

jon-nova 2020-10-07 09:54

I love the idea and the plot! Maybe the idea was to be hard, but i fell the game would be more fun if the robot hitbox was bigger and the robot stop for a brief time when need to repair. But overall the game is realy fun and its realy cool to see the music becoming more complex.

monninen 2020-10-07 16:52

Cool concept, and I like the music progression mechanic, but the game is way too hard. Hitbox for fixing is very small and audience meter is very fast.

curly 2020-10-07 17:28

The game is very funny and really rocks, though it is difficult at first to understand the mechanics and controls

inferture 2020-10-08 00:38

Took me a couple tries to get the hand of it but in the end I could make the concert a success x) I liked how the more you advance, the more instruments you get you get, that's a cool way to give a progression feedback to the player ^^ Also thanks again for reminding me to put the link to my game :)

desertmaw 2020-10-08 10:01

It's a bit hard to understand i guess?

gurigraphics 2020-10-08 15:51

Cool this idea of triggering sound. I tried to hide in the corner but it didn't work. hehe Good job

shaolin-dave 2020-10-08 15:58

Love the concept, but gameplay was a bit unforgiving. Durability of the tool seems to go down on it's own. Grabbing the powerup AND getting to the mech AND happening to be there when the spark is present is very difficult. I played about ten times and only managed to fix the the mech once by pure luck. Sound was simple but effective. I liked the character design a lot.

natpat 2020-10-08 15:58

Fun idea! I found it very hard to hit the guy in time when the sparks were showing, and ended up dying a bunch. Would have liked to hear more of the song though!

2020-10-09 04:06

Interesting game.

pee-thief 2020-10-09 05:09

I will not turn down my speakers!

zebraatomica 2020-10-09 15:27

Only crucial problem for me is that you can't get everything on the first go, i believe it's due to the ammount of UI and no player feedback when u get hit or missed an spark fix. When u understand what u have to do, the game becomes to easy. A jump high based on ammount of time holding down up would be nice also since sometimes i wanted to do a small jump to hit the mecha and it completely passed over, i think now the mecha has some really hard postiions to hit due to it.

pkenney 2020-10-09 15:30

Really cool crazy backstory, and I liked the feeling of jumping around frantically and trying to get the beat going.

I think this game is harder than it means to be. I suspect it "means" to be about the correct level of difficulty, but then ends up too hard because of some really low-level stuff that creates splinters in the experience. Let me go into detail on a few of the splinters I felt while playing, but first let me say I don't mean to dwell on the negative or say it's a bad game. I don't go into detail on splinters for bad games, I do it when I think a game is cool and has potential to be great, but let some tiny things get in the way.

So I hope this is constructive, that is how I mean it to be!!

First, everything feels a little too abrupt. It probably doesn't feel that way to you as the creator because you know all the systems, but as the player it's tough. The green spark is there, but by the time I change direction to get it, it's already too late. Or I'm watching for the spark and checking my wrench health, and avoiding a soundwave, and GAME OVER - what?? With multiple things to track, all happening very quickly, and on top of a core of difficulty, I need more information flow than this game gives me. I need it to telegraph in advance, with a pre-sparkle coming before the spark so that I can change my path and still make it, rather than memorizing the exact timing in advance over two dozen deaths. I need a cue that the audience is about to reach its limit so I know to go all-out, rather than just playing and getting surprise insta-death. Ideally these cues would be both audio and visual so that I can perceive them through the clutter of my attention jumping around. You as the designer understand how all of the pieces fit together, and how often/quick each piece goes, but as the player I am totally bamboozled at first, and the game underestimates how confused I am. Try to put more attention into details of communicating and telegraphing important state changes.

Second, the game is a bit too stingy and brutal with the microscopic stuff like colliders and jumping. For example, I was running right along with the rapper, wrench ready, just as he sparked... and I DIDN'T GET IT?? Apparently I have to jump, because the collider is so tight that it doesn't overlap with me standing. Another example is the top platform, and the way I have to go jump up to get a fresh wrench. The character controller doesn't offer me the usual "ghost jump" leeway that I expect from modern games, and so many times I felt like I did push the jump button but didn't get the jump out. I think in general you want to be more generous to the player about microscopic things like this so that the controls feel "great", and THEN tune the difficulty on top of great controls. The way the game is, the controls feel a little bit stingy, and difficulty does not feel as fun when stingy controls are the source of challenge.

But splinters aside, I had fun with this game, and I found it super creative. You seem to have some very cool ideas, and I think you as a developer can upgrade your skills to be more aware of these details that can subtly enhance an experience, and you'll really start making some top-notch stuff. Look forward to seeing what you do next!

gilad-bar-ilan 2020-10-09 17:53

The Good:

- nice graphics - remines the good old days

The Bad:

- The robot is overpowered - Only one floor to jump on, recommend to add more elements on the screen.

Nice Game! Well Done!

zaibakk 2020-10-10 17:17

Nice cool entry! Liked the backstory, gameplay and art! Maybe it was too short but anyway, nice job!

krysh 2020-10-12 15:53

This was the coolest story idea, but I think the audience meter ran down too fast, I only ever got to adding the snare lol.

100th-coin 2020-10-15 17:24

Hot dang, I saved the concert! I had a lot of fun with this! MY only complaint is that the green sparks disappeared way too fast, there was no way to run into him after seeing the green sparks, you kinda just had to be there already. Really fun entry! Great job all around.

coleslaughter 2020-10-18 22:54

[We played this on stream last night!](https://www.twitch.tv/videos/773852287?t=00h17m10s) Sorry if we go a little out of control with the tangents, that tends to happen... :pray:

This entry was neat. :slight_smile: I think it need a liiiiiiiittle more polish in the tutorial/balance department, but I loved how the music kept layering on more and more effects. The art was also super nice. :ok_hand: All-around nice work!

(PS: Add screenshots of your game to your game page! You have some super cool visuals, if you showcase that I'll bet you get more engagement :wink: )