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A jam submission

Melody ProjectView game page

A Rhythm and Shoot em Up game
Submitted by Mario_luigi2002, KDNX — 13 hours, 49 minutes before the deadline
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Melody Project's itch.io page

Results

CriteriaRankScore*Raw Score
Genre Mashup Incorporation#103.5383.538
Originality/Creativity#103.6923.692
Magical Girl Concept#183.1543.154
Polish#192.6152.615
Overall#202.9782.978
Engagement/Fun#202.6922.692
Audio#252.3082.308
Graphics#262.8462.846

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the Magical Girl Genre?
Kotone Hibiki has the power to shoot magical music notes to a beat.

Which genres from categories A and B did you choose?
Shoot 'em Up and Rhythm

How does your game mash those genres?
It's a shoot 'em up game, where the player must shoot to a beat.

Were the graphics/audio assets for your game made during the jam?
All of the graphics were created by us, some audio was gotten from free sources, credited in the description.

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Comments

I don't know how strict the timing is but I swear I was pressing to the metronome and it only happened every now and again. Should pick a music track with a strong beat of its own so one doesn't have to rely on the ticking. Something like Crypt of the Necrodancer. Think this idea could work very well with something like that. I'm stuck on this criticism because other than that it is very fine and functional of a shooter.

I liked this one overall, although it definitely had a few flaws it was a nice short and sweet experience.

The art deserves praise. It's cute and colourful, and the frame reminds me of the Super Game Boy of all things. The choice of bright, bold colours and big solid areas might be called uninspired but I really liked it here.

I like the music, I like some of the sound effects, but the enemy death sound is really grating. I think this is intentional, but it becomes unpleasant to hear pretty quickly.

The rhythm game elements would have been great if they worked, but for whatever reason the metronome sound just didn't match up to what the game thought the beat was and I ended up just randomly mashing the fire button.

The pacing and difficulty curve is really odd, to say the least. The first few minutes of the game are very sparse, frankly dull with the repeating background, and don't throw a lot of enemies or interesting patterns at you. I almost quit because I wasn't sure the game was actually progressing or if it was just going to go on like this forever. It also feels a lot more like a western shmup than a danmaku at that point, though not a great one.

Then, suddenly, it goes full bullet hell, throws a ton of enemies with insane bullet spam at you. I suck at bullet hells and generally avoid them, but this was definitely a step up over the dull beginning, with some interesting patterns and intense action. At this point we're pretty close to the end of the game, though, and the boss came up a lot more suddenly than I expected. The boss was interesting, though probably too easy for bullet hell veterans I thought it was well balanced.

Submitted

I think I've said this on other games already, but rhythm games are something I wish I knew how to do, so I always appreciate seeing games made in that genre.

As a SHMUP, it's pretty solid. As a rhythm game, it feels a little light currently. I had a lot of trouble really getting "on-beat". The ever-ticking metronome was unfortunately a little monotonous from an audio stand-point. Still, I think the idea overall is very solid. If you could make the shot-timing a little more satisfying, I think this could be really good! Maybe even incorporate some power ups or other bonuses for sequences of well-timed shots!

The story has potential, but seems like a bit of an after thought in this version. Since it's a jam-game, that's understandable, but I do appreciate story & context when playing a games, even short ones.

The graphics are nice and colorful! If I had a critique there, the background is so vibrant that it kind of blends with the enemies and other "active" sprites sometimes, making it a little hard to read the action. But it wasn't so bad that I got into trouble playing or anything.

Overall, I think this is a cool idea with a ton of potential! Great work, I hope you keep working on it!

Submitted

Pretty good game. Fun and creative.

dont think a constant metronome is a great idea, a game needs more variation and chances for the player to try different things, otherwise it becomes boring fast. 

the shmup should be more difficult also, this is mostly a walk in the park, a very noisy one.  

Submitted

I really like this mashup and I think it is done well. I am a big fan of games where action is tied to the rhythm like Crypt of the Necrodancer, plus I used to play Touhou games so this is up my alley. For the SHMUP parts, the mechanics are implemented well, the focus speed is perfect, and there are decent enemy attack patterns.. But the sounds… the audio is killing me. I hope that the beats would be in harmony and in key with proper music in the future, not just a metronome tick.

The beat timing seems like it is out of sync with the metronome. I can hit the beat consistently, then suddenly can’t, then it comes back while I maintained the same rhythm, and then it goes away. I’m not sure what’s going on there. If the rhythm mechanics are refined and if there are even more options/actions to perform with the beat than just hitting attack, I’m sure this game would be really awesome.

I like that the main character’s name has something to do with sound; was a bit surprised to not see the boss’ name being something cheesy to match the theme like Otonashi Shizuko or something. The characters look ok but more effects/animation and a better background with less striking colors would be appreciated.

Overall, I had good fun playing Melody Project (I also fun with Projekt Melody). It really has great potential and I look forward to seeing it being developed further. Great job!

Host

Hm I suppose the concept is interesting -- this is definitely one way to mix those two genres.

A question though... how precise do I exactly need to be to fire a strong note? Don't tell me I only fire strong note bullets only if the timing is frame perfect -- because that is way too cruel imo; even pure rhythm games like maimai or ongeki where you need to play to the music usually treats frame perfect as a bonus or sth and so there are like 3 frames where a hit is considered 'perfect' D:

I think aside from the fact that the timing criteris seemingly too harsh, I would love to also at least know whether or not I hit the note too fast or too late so I can adjust.

In any case thank you for participating!

Developer

The timings are not frame perfect, but we could not find a good timing window. It either felt too strict, or too easy to fire the strong bullets, resulting in easy full screen clears. Also, I had an idea to add a different timing indicator early in development, but we never got a chance to implement it.

Thanks for hosting the jam, it was a lot of fun to participate.