Moving along with the beat of the music while dodging creatures was a fun thing to do. It got me in the groove. The movement of the characters and tiles felt polished.
A checkpoint system would have been nice.
Criteria | Rank | Score* | Raw Score |
Overall | #1 | 4.473 | 4.473 |
Fun | #1 | 4.560 | 4.560 |
Graphics | #1 | 4.680 | 4.680 |
Audio | #3 | 4.560 | 4.560 |
Controls | #3 | 4.280 | 4.280 |
Originality | #7 | 4.320 | 4.320 |
Theme | #12 | 4.440 | 4.440 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
3.2.1
Wildcards Used
N/A
Game Description
An action rhythm game.
Source
unsure
Discord Username
@Geminimax, @Chulipinho
Moving along with the beat of the music while dodging creatures was a fun thing to do. It got me in the groove. The movement of the characters and tiles felt polished.
A checkpoint system would have been nice.
The presentation was great, especially the "falling tiles" for expanding the level size.
The mechanics are interesting, although I'm not sure if fully utilized. Currently it's quite difficult to predict what enemies are going to do, and still play the game, so the most efficient strategy seemed to be going back and forth between 2 spaces. Further exploring the concept of "committing" to a tile on beat might lead to some interesting places.
Good job on this, I would like to see it expanded, and the design of how/why a player navigates to be explored more.
Hey, thanks for playing! Each enemy has a fixed pattern, so the idea is that the player has to learn them and roughly map what's going to happen on the near future. I think the "going back and forth" strategy probably wouldn't work as you progress in the game. I do agree that there is a lot more space to be explored. I'm a bit curious, how far did you get? Also, thanks for the feedback!
Whilst I understood that each enemy had a pattern, I found it difficult to parse what enemies where about to do, whilst also moving my own character. This led to the aforementioned strategy of "hopping between 2 tiles, and only moving away when necessary".
To make a comparison; in Crypt of the Necrodancer (if I remember correctly) the Player is not damaged for standing still, they just lose whatever bonus/combo they currently had. This allows the player time to observe enemies from a distance, without being penalized too much. Whereas being forced to move in SoulBeat; caused me to ignore enemy patterns, and just focus on my own movement between 2 squares to minimize damage.
Not so much a critique, as an observation. I enjoyed hopping back and forth and moving when necessary, it just didn't allow me to plan/move to the degree that was needed.
I don't think I got very far; just past the wave with the multiple yellow dudes who do AOEs. I'm sure there's more to it, but I got frustrated after the 6th or 7th try.
Perhaps if enemies were introduced at a slower pace, and with checkpoints? It might make the internalization of the rules of each enemy a bit easier.
Or if the current Player tile was also highlighted in a colour.
Small things like this might allow a player like myself to be able to read what's happening on screen a bit quicker, and therefore react appropriately.
Other than these notes, this game is very well polished, and I did enjoy it.
I think the idea of "committing" to a space ahead of time is an interesting concept, especially to tie to rhythm.
Really cool game! Great pixel art and cool gameplay idea. I especially how it "flows" between the levels and how it escalates. I also lost a few lives on the borders until it clicked, but then I had a blast with the game. Great job!
very polish game! great work, the music was fantastic, the art, was amazing, loved that ghost design BTW lol
I love the mechanics of this game and the overall feel. The music is spot on. Struggled a bit with the later levels but still lots of fun! Great submission!
I love how the music changes seamlessly for each level adding layers on top of layers of sound. Wow!
The graphics are beautiful, the gameplay is very engaging. Unfortunately I don't think I can beat the final level, it's soooo hard and the game restarts from the first level :(
Anyone got a video playthrough of this game? I wanna hear more the music!
This was really fun and challenging. It was hard getting use to the controls since instead of having to hit on the beat you more "queue" your dash/attack.
Fantastic work on the whole presentation! I especially loved the sprites: amazing and so distinctly connected to their fighting patterns.
Yellow Pointy-ear Bois are the best.
Super cool how you mixed sorta turn based gameplay into a rhythm game !
I like the pixel art, these character sprites are well detailed for their size, and there are some well design choices like having the enemies have a lit up tile to indicate what their next move is gonna be, music is super catchy too and its nice to have it evolve as you progress through levels.
really polished entry, good job dude :)
Wow, this was really cool! The music as it transitioned from the tutorial into a handful of enemies really sealed the intensity of it (and maybe the fact that I lost 3 / 4 lives not realizing I was losing them on the wall haha). I only made it a few sequences in after that, but it felt amazing to the end.
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