diabolical-sloth 2024-10-06 23:40
yes man GET IN
god damn that solo is tricky though
Foon → Ludum Dare Explorer → LD56 → RiboJam
By wispeh
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 228 | 3.26 | 30 | |
| Fun | 240 | 3.07 | 30 | |
| Innovation | 236 | 2.98 | 30 | |
| Theme | 236 | 3.23 | 30 | |
| Graphics | 139 | 3.63 | 31 | |
| Audio | 47 | 3.85 | 30 | |
| Humor | 160 | 3.02 | 26 | |
| Mood | 180 | 3.28 | 28 |
yes man GET IN
god damn that solo is tricky though
So a rhythm type game, it works in theory, but there are a few things that would probably improve the experience: - There's not enough feedback on player action - at first I could see that you would "collect" a note even if you hit it way outside of the scoring zone, and then later I realised my score was dropping when I did that? Clear negative feedback should be given when a note is collected negatively, as should a positive feedback for hitting the timing right. The changing number alone isn't enough, as most people aren't focusing on that tiny number off the the side when playing. - The alignment of the notes on-screen are vertical, but the keys assigned to them are horizontal. That means an additional mental gymnastics hop between reading the notes to executing. One could turn my keyboard around, but I have a laptop and that's not really easy to do. You want to make the control mapping to screen as intuitive and immediate as possible. - The rhythm mapping is a bit straightforward AND dense. But that's difficult to get right anyway, designing maps for Guitar Hero and co is a super hardcore discipline that few can do well. - Would like more visual aids to "line things up" between the different colours, sometimes it got so dense things just looked like continuous lines. A lot of rhythm games space the notes out a lot more and moves faster - which SEEMS to make it harder but when there are a lot of notes together, it actually makes it easier for the more experienced rhythm players.
Props for making a rhythm game in 48 hours!
I like this entry! :slight_smile: The track is well structured for a full stage, building up to a higher number of instruments and feeling balanced for speed and flow. I wish there was just a bit more feedback for hitting a note, missing a note and nailing a note close to perfectly. One more thing, I wish the notes were spaced out a little more, everything clumping together makes it a bit difficult to read in the heat of the music. Also, big fan of the visual style, love a good blob friend!
The positives: Loved the art and the music! Very fun, and super impressive for a 48 hour compo. I felt like the theme of tiny creatures works really well with the microscopic parts of the body, and I dont think many people will take that angle!
What could use work: I wish there was a bit more feedback on player interactions. I couldnt really tell if I was hitting things right or not. Also, pressing a button will remove the next note regardless of how close it is to the bar, so you could remove all the notes on the screen just by spamming.
One final note, you might want to check your volume sliders. I moved the sfx bar down to 40% and the music wouldnt play anymore
Cool! I love the art style and music. I agree with @tuism on most points, the difficulty ramped up too fast, I think I needed more time to get used to the controls, as it was a bit tricky to map fingers to colours. But great job for your first jam in 7 years!
nice gameļ¼
very cute, I liked the main character
Whoa that got difficult for my brain! When stuff was playing on all four channels almost simultaneously I couldn't really connect it to the music and so I ended up with a score of around 3300. No clue if that's a good or a bad score (I've never been great at rhythm games), but cool to see one in Ludum Dare, especially as a compo entry!
Impressive!
Really nice idea! I enjoyed playing this
Cool game idea! I liked it! Good job!
Impressive for a 48-hour jam! The art and music are great, and the tiny creatures theme works perfectly. It gets tricky as more notes pile up, but overall, fun to play. Gj!
Nice effort! Making a rhythm game in 48 hours is a tall order.
Some bits of feedback: - Make feedback to the player more clear - i.e. it should be obvious when I've successfully made an input vs missed one - 1234 doesn't *mentally* map that well to the RBGY blobs, I could see it being helpful to maybe have overlaid the numbers on each one or maybe at the end of each track
Nice visual part, for graphics i think 10/10
It seems you can keep playing even after the game has ended, and it subtracts from your score appropriately. My final score is -10866 :P
Really ambitious and impressive to make a rhythm game in a jam. I would echo some of the feedback from tuism. The vertical alignment made it really hard for me to keep track of which colors were which notes. The lack of feedback on timing also made it hard to know how well I was doing. I did really enjoy the visuals and the music though.