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R.G.BEAT's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #67 | 3.300 | 3.300 |
Theme | #94 | 2.750 | 2.750 |
Visuals | #130 | 2.400 | 2.400 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
The idea worked (I played it without reading the instructions the first time and it felt quite intuitive immediately), but it's a shame that the graphics, unless I missed something, don't go beyond 'programmer graphics'. Keep up the good work! Rated!
Thanks for playing! I’m really glad to hear it felt intuitive for you - that was a big goal of mine, and it felt plenty intuitive for me but that’s because I made it myself. I’m happy to know its not just me that ‘got’ the idea. I do share your disappointment about the graphics (and unfortunately no, they don’t get any better) but on the plus side I definitely plan to improve it somehow. I really appreciate the feedback and the kind words, thank you!
Well, simple objective and presentation, but not bad for the first time :)
Yeah unfortunately I had to scrap the neon shaders I was using because they made the game lag a lot on lower-end machines and I couldn’t figure out how to fix it in time. Thank you for playing!
As someone with zero rhythmical skills I absolutely suck at this game haha, which actually makes me admire even more players and creator of games with this gameplay element. Very cool idea, and as unruly mind said before is also a kind of puzzle / managing game as sometimes you have to choose when is the best time to change colors. I can definitely see this idea unfolding into something bigger.
The only problem I had was an enemy disappearing from the room and consequently I couldn't move further, had to restart.
Great job!
Thank you! As a first time game dev, literally anytime somebody downloads and plays my game makes my day. I certainly hope to turn this into something bigger, but there are a lot of bugs to iron out - the one you mentioned is one I’m aware of, and it’s directly because of my sloppy enemy collision/movement code. Sometimes the enemies get stuck to each other and then end up moving out of bounds, and the only option is to restart. That’s probably at the top of my list of things to fix.
Thanks for playing!
Nice mix between shooting & rythum game and kind of puzzle, the mechanics are well though and implemented, cool concept! good job!
Thanks for the kind words! Much appreciated
An interesting idea with a rhythm, dynamic, simple, but well done!
Good luck in development =)
Thank you very much!
Nice top down shooter. The pace works well in the first few waves, but I found myself feeling like I was spending a lot of time waiting for the next beat when the enemy count started to get high.
Thanks for playing! I definitely agree, I didn’t get much time to balance it out for the waves. I was stuck to using that one tempo as well, as I build it out more I’m definitely going to experiment with different tempos and whatnot.
It took a few tries to get the hang of this. You got a good idea here. I would try to find ways to make my bullet color change some way other than with each beat, because I wanted a certain color to stay longer, and it made me die too quick. I loved the music on this one. Nice game!
Thanks for playing! I’m glad you had some fun with it. I’m not sure I understand what you mean about the bullet color change - I definitely plan to rework it overall, but I don’t know what you mean by wanting a certain color to stay longer. You don’t have to switch colors, you can stay on a single color as long as you need - you can just only cycle between them on the beat.
Sorry, what I meant was that your bullet can only kill the color that you're currently on, and you have to get the right beat to change it. I guess I'm just not that good at shooting while trying to concentrate on making the beats each time, and if my bullet can kill red, and I'm shooting at a red, I might not want to hit the beat correctly until AFTER I make the shot successfully. I think I just need more practice though!
Only being able to change colors on the beats was kind of neat (maybe set it up so you don't have to be perfectly on beat, but maybe being closer to perfect increases the combo more), but it didn't really feel right for the dashes (maybe instead of only being able to dash on the beats, a dash could deduct from the combo or something instead). 1 hit to a game over felt a little too punishing. I think like 3 hits (even if a hit started the wave over or something) would've been more reasonable.
Anyway, there's some interesting ideas here and it'd be cool to see what you come up with if you decide to develop this out a little further.
Thanks for the feedback! I liked the idea of one-hit enemies vs one-hit self, but I know it’s not well balanced rn so I’ll take that into consideration for sure. Thanks for playing!
EDIT: Also, there is actually a built-in buffer so you don’t have to be exactly on the beat. It’s definitely something I can play around with though!
Great fun!
I found the way to change colors a little frustrating, it seems to block the fluidity of the gameplay.
But overall a good game, congratulations :)
Thanks for the feedback! I’ll definitely look into how I can make the color changes and controls feel more fluid, since the flow of the beat is an important part of this game. Glad you had fun with it though!
Thanks for the feedback! You can check the game page itself for the music sources. I definitely agree it’s lacking with the theme, but that’s because I had to scrap my neon shaders for being too resource-intensive. Thanks for playing!
I love the beats, it was enjoyable listen to! I think the gameplay was interesting but also felt like you tried to do too many things without reinforcing one core mechanic. For example, if you just focused on the beats, it would have been cool if the game involved beats in movement or killing similar to Crypt of the Necrodancer or Cadence of Hyrule. Another improvement you could make is having a variety of enemies states and behaviors. Otherwise, if they're clumped together, you can easily avoid them. Honestly, if you fleshed out the mechanics a bit more and added some nice visuals, this could be a solid game.
Thanks for the feedback! This is my first game so a lot of it is a bit basic and unpolished - stuff like the enemy behavior, mechanics, and visuals were limited just because I didn’t actually know how to do it. It’s been a great learning experience and I do hope to keep working on this so I can flesh it out more. Will definitely take your feedback into consideration when doing so. Thanks for playing!
Hey, I played your game. I had fun, and it was simple to pickup . I'll have to work on improving my high score, though. It gets tough real quick :)
Great work and synth music.
Thanks man! I really appreciate the feedback
Very interesting set of mechanics, pretty fun game overall. Well done!
Thank you so much! This is the first game I've made, and anyone downloading it to try it out means a lot to me.
I saw that you made a submission to the jam so I checked it out - it's really good! Congrats on making something awesome. Curious as to how you did the rhythm mechanics, since mine are currently really janky. I want to keep working on this so refining those is probably the top of my list.