caelestial 2026-04-21 09:46
Nice, relaxing game with a good audio. It got very hard at the very end :D
Foon → Ludum Dare Explorer → LD59 → Beat the signal
By olddadou, avzgui, chtimy and jajalecapouet
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 778 | 2.87 | 22 | |
| Fun | 765 | 2.65 | 22 | |
| Innovation | 796 | 2.52 | 22 | |
| Theme | 590 | 3.37 | 22 | |
| Graphics | 743 | 2.70 | 22 | |
| Audio | 397 | 3.35 | 22 | |
| Mood | 743 | 2.95 | 22 |
Nice, relaxing game with a good audio. It got very hard at the very end :D
Hey! We somehow got the same visual interpretation of signal, i.e. an ECG :wink: Suggestion: Add dynamic music that speeds up as your combo score increases and the signal rate accelerates. Also, it lacks sound feedback with the space input in my opinion.
I invite you to test our entry, which is a very different representation of an ECG :smile:
It's a simple game, I like that it gives visual feedback on a successful combo.
It was fun and chill, maybe even got a bit stressful later. I did a large 100sth streak right of the bat but never got close again after^^
nice simple little game. the music was quite good, i like how it evolved over time. it definitely got harder as it went along. i think it would have been better if the line matched up with the music more. i didnt really feel like i was hitting the space bar in time with any of the instrumentation. the line getting thicker as your combo went up was a nice touch. overall a nice entry. got a combo of 95
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Nice idea for the theme, cool gameplay and audio, nice work!
Love the visual design. Really nice idea:)
simple and chill idea, nice music. got bored pretty fast tho, the gameplay stays kinda the same the whole time and theres no progress bar or anything to push you forward. maybe some variation in patterns or visuals over time could help a lot. good base tho, nice audio work
Honestly... I didn't like the sounds, and also the curves didn't (seem to) affect the sound in any way. Changing the visual was generally fun, but it's a bit difficult to call it a game). But in any case, well done.
I had a bug where the audio seemed to be desynced with the map by a couple hundred ms, but I was still able to play. I enjoyed the song (bass line was a bit off though) and I liked the visual style. I think the tolerance for being in the zones was maybe a little tight (atleast I felt) compared to the tolerance they represented visually. Still, fun little game, nice job.
It’s a really cool idea to have the visuals change as your combo builds up. If you keep developing it, you could start with a simple line and gradually build up to a super elaborate 3D immersive music visualizer by the end. Great work!
This is a hard one for me. As a drummer I am very sensitive to rhythm, especially in games. I can see what you were going for, and I was able to play just fine, but the actual points you are supposed to hit didn't align with the music great. They also didn't happen on common easy to feel beats. At the begining you at least need to have the notes you have to hit on the downbeats, then slowly ramp that up and eventually you can go crazy. The music was interesting, but I don't think it was right for this type of game. Typically you want something the players can really feel. The beat is strong and the notes you hit feel right so you can start playing the game without even looking at the note, and just know they are coming. You could also go the more chill route, which is what this felt like, but you need to add something else in there, like additional sound and a way that the player interacts with or effects the music. The other thing you need is good feedback when the player hits the note, and when they miss. They need to know just by listening, adding stronger visual queues helps too, but the sound is where it really matters.
Your visual components were interesting, I liked how the signal line changed overtime, and the ball seemed to flow over the line really nicely as well. I can see the vision, and it's by no means terrible, just wanted to give my feedback. I know how jams go and I know how time can really hurt you. I'm also sure you already know most of this feedback. haha Nice work though!
Nice little game! As was mentioned above the experience is dowered a bit by the fact that the points where you have to hit the spacebar don't much with the bit a lot of the time. The VFX is pretty and the background musicis pleasant, so with a little bit of tinkering and aligning the hit points to the music bits correctly, it would be very chill rhythm game experience! :smile:
I like the soundtrack.
Cool game concept and (mostly) well executed. Stylistically I thought the clean art with some effects worked well, and I especially liked the effect as my combo got higher, the accelerating stars in the background had an interesting optical illusion effect on the line making it look like it was stretching out toward the cursor that I thought was neat.
The gameplay was fine for the most part, but as I got further in it felt like there was a minimum delay between actions, some of the closely grouped hit points didn't trigger the second one, and with some experimenting I found that it would start to show the hit marker noticeably after I clicked. When there was just one to hit in a short distance I corrected for that (and as I started I actually thought the hit zones were very forgiving), but as they piled up it got hard to get it to register fast enough. (maybe that was lag in my browser as well, I don't see any other comments mentioning input delay)
Others have mentioned that the line didn't really line up with the music, but that didn't take me out of the game; the music was chill enough that I did not find myself trying to click on its beat and so it just provided a very nice background to the clicking timing.
Overall I think this game showed promise, although it did annoy me a bit when input delay broke my combos. As a game jam game it was excellent, well done!
So this is basically vib-ribbon but with only one input. I haven't figured out how pressing arrow keys makes bonus points and how yellow squares work (I think they mean that you should hold input, but im not sure and it never worked even after that realization), so I think tutorial screen should be shown before game start and tell about all mechanics clearly. I liked a visual idea of showing more moving spaceships as your combo grows, but when they first appear game lags for about 2-3 seconds which is quite bad for a rhythm game (my theory of why this happens is because you've used GPUParticles2D node instead of CPUParticles2D, which basically works like a shader so it takes some time to compile before working). Overall I think there's some good potential here and some more unique mechanics could be developed and visually it looks pretty good already.