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A jam submission

Dance of the StereomancerView game page

Collect and arrange magic cassettes to create a loop of loud and destructive powers.
Submitted by GuilloTeam (@TeamGuillo), JRevel, Delphin Casado — 1 hour, 13 minutes before the deadline
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Dance of the Stereomancer's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#114.5504.550
Artwork#624.6504.650
Enjoyment#864.3084.308
Narrative#2923.8753.875
Creativity#5404.1754.175

Ranked from 120 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
You create a loop of magical powers using enchanted cassettes, casting spells on the beat of the music.

(Optional) What would you like to be called if GMTK features your game?
The Guilloteam

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Comments

Viewing comments 86 to 81 of 86 · Next page · Last page
Submitted

Your average rank is #20 in GMTK 2025! Congrats!

Here is the link with all the rankings: 

https://docs.google.com/spreadsheets/d/1pcYEGvaHF3y30mMEWwywmkRd2FCpo-u3_ZFpPFSo...

I felt bad that there is no average score, because some teams aimed for all categories, not just one. So I just scrapped the results page and made a table. I agree with "Mark" that "Overall" is questionable, but I still think "Average" is a valuable score, so I decided to share it.

Submitted (1 edit) (+2)

Heya! Finally got around to your game after requesting feedback on stream - if concept is worth working on it more?

I think its entirely on how much you think you can take the idea in new and interesting ways. The inspiration to Vampire survivors is obvious, but given the restraints of a Game jam, its missing some of the hooks - Permanent unlocks between levels, direct item interaction and combinations that let you break the item rules, way too many unlockable characters that each have their own level-ups and level pass-trackers on a range of maps that are better and worse per character - Just so so so many reasons to keep coming back. 

But the other thing is you need to work out how to still be a step different than vampire survivors - the timing and sequence idea is cool, but vampire survivors is kinda already on this system with its internal, hands-off cooldowns. Maybe the way the world or character moves can also be a part of this sequence? Lean into this idea more, simplification is better here

That said, this game is a stunning work of art for the gamejam time given - don't let this feedback take away from the incredible idea, artwork, music and execution - Legitimately impressive and you guys should be proud! 

Developer

Thanks for the feedback! 
The direction we're taking currently is mostly about the interactions between spells, what we have currently is the disco ball that can burst into flames and explode, which incentivises the player to use them together. I want to add as many interactions as possible that favor placement : for the speakers, i'd like them to stay for one loop after landing, with the possibility of being pushed by other spells, turning them into deadly projectiles. It could also cast a sound wave if some electricity passes through it, deflect lasers, etc... Imagine what could happen when firing a laser on a disco ball!

We had a merge mechanic in mind that would allow to level up two similar cassettes by merging them, and create fusions of two spells (that usually just throw the two spells at once, but some combinaisons could turn into new spells). We cut the feature due to lack of time but it might add depth to the spell system.

And I agree, the game would definitely need a meta upgrade system in a form or another, wether it's unlocks, permanent upgrades or both.

I don't know how to do it yet but I agree having more gameplay bound to the rhythm would be great! But I don't want to turn it into a rhythm game, I like the fact that the player doesn't need to do his input in rhythm

Submitted(+2)

Fantastic work guys, great twist on that vampire survivors formula

Submitted(+1)

very interesting concept and engaging

Developer

Thank you for playing!

Submitted(+2)

this game was super polished and amazing and fun and I don't really have any fundamental complaints so I'm gonna just give some small specific critiques :) I felt like the player hitbox could be slightly more forgiving just to make it more fun to squeeze through crowds, the current money could be more highlighted in the shop and I feel like it would be cool if the enemy deaths were a bit more noticeable,. because most of the time I was just collecting their crystals after they were killed off screen by my spells, and i think it would have been very satisfying if they like died a bit more instant or something? otherwise, really cool concept and implementation :)

Developer

Thank you very much for the detailed feedback!

Submitted(+2)

The juice was so good here. I’m also a sucker for the comic book and pop art styled aesthetic. This was also really fun. Just amazing. Only thing I would say is that the upgrades didn’t seem to show up early enough. They were all level 1 and sudden they were level 3. Perhaps I should’ve been rerolling more?

Developer(+1)

Thank you very much! Yeah the upgrades are all random, we'll havev to systemise this in a next version!

Viewing comments 86 to 81 of 86 · Next page · Last page