Posted March 12, 2024 by sai.narayan
#v0.3
Hello!
It’s been a bit since the last demo, around six months I think, but the latest version, i.e. v0.3 is worth the wait, cause now, finally, Project Gilgamesh is a rhythm game!
What do I mean by this?
Well now, there’s actual rhythm based game mechanics that reward you playing the game in time to the beat, and not just the vague idea of a rhythm based game in the concept.
Spent most of the last 3 months working on a gameplay mechanic where for every action you do on the beat, you are rewarded energy to use special moves, as well as flow points and a chain counter!
Imagine something between Devil May Cry and Hifi Rush, where you have a grade for creating and maintaining/increasing a chain of attacks. This opens up a TON of new potential game mechanics that tie into the beat and lean into the rhythm based side of things.
I have plans for these mechanics in the future, some of which include:
But the number 1 priority for the next milestone is gonna be more advanced obstacles, and weirder/cooler paths. I’m tired of the same path that goes mostly straight and up/down, and want to mix it up in all sorts of crazy ways. Loops, spirals and all kinds of wild shapes like that should be possible in theory.