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A jam submission

BeatStepView game page

A non-note rhythm game.
Submitted by Dan Missato (@a_dancipolla)
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BeatStep's page


CriteriaRankScore*Raw Score

Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • I loved the idea, pretty unique, the graphics and the music/audio fitted all well. I just had some problems hitting the beats correctly because the music was a little loud and made difficult to hear them.

Which song(s) did you choose for the theme and how did you incorporate it/them?
I decided to take a broader approach and view the theme as Music in general!

Which parts of the game did you create BEFORE the jam STARTED?

Which parts of the game did you NOT create?
3 Public Domain sound effects and 1 explosion sprite from the Unity asset store.

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clever use of the music theme and nice atmosphere, definitely like the music

i think the game needs to give some kind of feedback if you miss/your timing is off

it would help because its hard to tell if its not being responsive or i don't understand how its supposed to play


Thanks for playing and for the feedback!

I actually implemented a missed beat feedback, it's a boing noise. I think the issue is that the time window for hitting beats in the level is too small. If you spam the space bar, you can see (and hear) when you hit/miss.


I love the art style and the cute little animations. I think the cues could be louder and more identifiable though. At this point, they get mixed with the background music. And I feel they shouldn't be this frequent from the start. All this is just me saying, I suck at your game. But I don't know. I think it can be improved because me lagging behind the cues because of them coming so fast sometimes made me feel that the game is not responsive enough.


Thanks for playing and for the feedback! 


I love rhythm games :3


Thanks for playing!


That tutorial was great. I was still terrible but that is more me than the game. A visual indicator along with the audio I think could be really helpful. Style and fell are really nice. 


Thanks for playing! Will hopefully keep working on this game after the jam ends.


I love how well you guys captured the feeling of those Rhythm heaven games! I could totally see this as an entry. The groovy up-beats were a bit to much for me right outta the gate, haha.  While the audio cues are really the important thing, some warning visuals might have been helpful for finding the initial flow. Great job! I'm super curious how you did some of the button timing, I've been struggling to make small rhythm games .

Developer (1 edit) (+1)

Thanks for playing! I originally planned for the Space Walk level to be the last out of four. It's basically just offbeats.

This really helpful article by Yu Chao on Gamasutra provided me with a seed:


Oh! I've seen this one before a while ago! I failed using it for some iterations in the past, but I think that proves I might have been on the right track and just given up too early. Thanks for sparking my desire to try again!


For my project the important part was the array of beats and finding a way to detect input in a fraction of time around those beats. It helps to have your song in a DAW to see the percussion layer and base the point in bpm of beats around something on that layer. In the Space Walk level I used the snare. If you're composing your songs you need to be mindful of which instrument you're gonna base the input on, it's part of the level design.


I like the mechanics of your game, it's a great idea to make use of two buttons and it works well with the astronaut thrusters in space. The are was really cohesive for that too. Might be because I haven't played a lot of rhythm games, but it was a bit tough to figure out when exactly to press the buttons. Good work!

feel free to check out my entry and leave any feedback:


Thanks for playing and thanks for the feedback :)