FoonLudum Dare ExplorerLD51 → CyberBeat

CyberBeat

By abdonatioera

View on ldjam.com

CategoryRankScoreCount
Overall11162.8824
Fun10102.8624
Innovation6463.2323
Theme12211.6923
Graphics6363.5624
Audio3683.5023
Humor9242.1119
Mood10132.8820

Comments

j4cko16 2022-10-04 02:19

Fun game, I just don't understand how it goes with the theme?

kusaji 2022-10-04 02:20

I simply held space and tapped W on beat and seemed to win. Hitboxes on the enemies attacks didn't seem to register after I died once. (Are you using events and subscribing / unsubscribing on death?)

I had to manually move into one to start taking damage again.

Neat concept.

thesmellofoxygen 2022-10-04 02:20

All the visuals are simple and sleek. Couldn't get the hang of the beat though. Perhaps I needed a sound wave visualizer or something to help get back on or a fail sound for moves that were invalid.

aes1 2022-10-04 02:27

It was a cool game, maybe levels before health packs, Graphics were good. :)

t-c 2022-10-04 02:28

Good game! Have to echo some of the other things said. Would be nice if there was a bit more time to react to/understand attack patterns. Tried beating the game legitimately but I'm VERY bad at it haha! Got the win cheesing it by being invulnerable. Nice style, nice idea!

abdonatioera 2022-10-04 04:08

@j4cko16 Each beat is 0.5 seconds, and about every 20ish beats the pattern changes, but yeah, I ran out of time to add more relating to the theme.

@kusaji Thanks for the feedback! Yeah, it was a bug, it's fixed.

@thesmellofoxygen Thanks! Adding a fail sound is a great idea, I might do it in a post jam update.

cheeks 2022-10-06 03:17

Cool concept. A feedback I would give is perhaps the player needs to take more damage or the robot needs more health, I was able to to win by not dodging at all and just spam attacking the robot, he ran out of health first.

steve7411 2022-10-06 03:29

I really like the idea and the visuals. It was a good level of challenge starting out to figure out where to go and when. There does seem to be a bug where you can stand next to the robot, hold space, and mash w to win, and you can get multiple hits per beat.

davidtheginger 2022-10-06 03:37

Very awesome project, especially for a one person game in the given timeline! The visuals fit together nicely and I really like the subtle touches you added to show the beat timing with the edge of the screen. I didn't notice it at first (which is a good thing, as it was non-invasive) but it was helping me time things even when I wasn't paying specific attention to it. As others have pointed out, it falls a bit flat on the theme, but at the end of the day committing to a project and seeing it to the end is more valuable than making sure it fits 100% with a given theme. Other folks have commented that you can just stand up next to the enemy and never have to doge (which you can, and I did), but with the limited time to work on it some things end up taking a back seat like finer balance tweaks, and it's all easily fixable later if you wanted to.

The graphics were lovely and consistent with itself and the tech was impressive! Rhythm games are notoriously hard to get right, especially when you're trying to get them to play nice in a web browser, so hats off to you. There's a chance it was just easy to do with Godot (It's just the absolute worst in Unity for WebGL), but as far as I know, you're a wizard.

alex-de-la-cour 2022-10-06 13:24

Nice pixel art and really cohesive music that fits with the graphics. Good job getting so much done despite restarting on Sunday!

mhorth 2022-10-06 22:35

*pleeeeeeease* continue working on this. I'm a fan of rhythm games and this one has seriously good potential. It felt so good to do gameplay action in sync with the beat. I know you were short on time and might already know most of these, but some things I would suggest focusing on if you do decide to take the game further: - Input feedback. When I just barely missed the beat, nothing happened. It would be nice if there was some indication that my input was recognized and that it was my fault for missing the timing, or maybe even my move/attack is less effective. - The attacks had almost no warning, they would just appear and if I was standing in the wrong spot, I was going to get hit with no chance to avoid them. - The attacks to the side seemed useless since I couldn't kill the red blocks? I guess you were planning to have small enemies in the play area where this would come in handy.

Even in this raw state I had a lot of fun playing and it just *felt good*. If you polish it up, this could be amazing.

la-bread 2022-10-07 02:41

It's a good concept, maybe include some background elements so the player has a sense of orientation? also there are no telegraphs for the attacks so it feels a bit unfair. Aside from having nothing to do with the jam theme, its a pretty good submission!

abdonatioera 2022-10-07 03:27

@cheeks, @steve7411 I checked, and yeah, there's an issue with that. Thanks for playing!

@davidtheginger Thanks for the kind words. Yeah, I think it's a little easier to sync the audio with the gameplay in Godot.

@alex-de-la-cour Thanks for the feedback!

@mhorth Thanks for the detailed feedback! I do like the idea and might try expanding it, at least to the point of a post jam update adding some of the things you and others have said. Glad you enjoyed it!

paul-avallone 2022-10-07 05:09

Really great art and music. They mixed together perfectly. I think the controls could have a remapping. holding space and a direction with WASD is really awkward because WASD is also your movement. I would love to see you expand on this with different boss types and other mechanics added like maybe a jump and that you can jump on some different color boxes. Great job!

animawish 2022-10-11 02:27

Nice game! I like the art style and rhythm combat is neat.

FYI it seems like I get a bit of a desync between the song and the input registration playing in Firefox, worked ok in Chrome though. Not that you implemented the web player :sweat_smile:

ryusui 2022-10-12 03:52

I'm going to start off by saying I REALLY hate the "hold space + WASD" to attack control scheme. Maybe arrow keys to attack? Having movement and attacking mapped to the same buttons with a modifier switch between them feels a little like asking me to dance with my shoelaces tied together. @_@;

In the meantime, after dying once I still was able to win by holding still and attacking repeatedly to the beat, so I don't know what's going on there.

Graphics and music are lovely; gameplay and controls feel like they could use an overhaul?

fireks 2022-10-17 09:05

Controls are really strange. Also, you said "attack with the beat", but it's so fast and the controls are so wacky i can not understand how can i fit in this beat. Idea is good, but i did not understand how it fits the jam theme