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A jam submission

BeatFox FlowView game page

A rhythm based 2D platformer with procedural music
Submitted by MAZAA (@mazaamedia) — 4 hours, 36 minutes before the deadline
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BeatFox Flow's itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#133.7503.750
Innovation#193.4173.417
Music#223.3333.333
Fun#252.9172.917
Overall#303.1673.167

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Please list any pre-made art/music/other assets you used.
forest background

How many members in your team?

Team of 1

List your team's social media / website links!
Facebook: https://www.facebook.com/beatfoxflow/
Twitter: https://twitter.com/mazaamedia
YouTube: https://youtube.com/c/MAZAAmusic
SoundCloud: https://soundcloud.com/mazaamusic

Anything you want to say to players before they play?
Warning, there's no pause menu or pushing "esc" or anything haha.

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Comments

(+1)

Challenging game! I included it in my compilation video series of the Ludum dare 42 compilation video series, if you’d like to take a look

Submitted(+1)

This was very fun. It's a bit unforgiving, but at least it was a challenge! The visuals were fantastic too, I love the pixel art, and the main character is super-cute. There's an amazing amount of content there for a jam game - all the different enemies, and a decent amount of levels to play. It's an impressive feat for two weeks' work!

Most of all, I loved the concept of jumping on the beat, it really added to the rhythm-based aspect of the gameplay . There were a few rough edges around the implementation, though they didn't spoil it for me. It's a shame you decided not to do  a post-deadline update to polish it up a little though, as I think it deserves the attention!

Developer

Thanks for the kind words! I enjoyed drawing all the pixel art, and I'm glad you appreciate it. It is a bit of a shame that I didn't update it post-deadline but the reason for that was the implementation for the rhythmic gameplay (jumping, beats, bpm, etc) like all of it wasn't done in a way that I was satisfied with, so to me updating it is kind of fixing a lost cause. I'd rather spend time learning more for the next game jam :P Anyways, thank you so much for the feedback!

Submitted(+1)

It's a cool idea and has cute graphics, but timing when the jumps will work is kind of a pain. Especially when you're trying to jump out of the way of those dang vines.

Developer(+1)

Yes I completely agree. This honestly didn't turn out the way I wanted it to, and I think the problem arises from the fact that the music and animations are not well synced, and the music isn't very engaging (or even consistent in tempo sometimes, since it relies on the update function in Unity which can lag sometimes) so it feels like the game cheats you a bit. Huge learning experience though, so I hope to make a better rhythm game in the future. Thank you so much for your feedback though!

(+1)

Enjoyed this game a lot! Difficult in areas but I go deeper into how I feel via video (easier to portray what I mean with exampels)

Developer

Haha really enjoyed watching you react to my game! Thanks for the feature :D

Submitted (3 edits) (+1)

Amazing work! Similar concept to my game so I can really appreciate it in all aspects. There is quite a variety in the number of enemies and their behaviors. They also have distinct colors to be recognized from the environment, except for the vines - they sort of blended in the background at times. Speaking of vines, they move perfectly on the beats, that's very impressive. I also appreciate the music proc gen, it is not bad at all, which is already an achievement. The building of the world could use some work as now it is a bit spare and arbitrary in some area. For example, there are a lot of signs telling players which direction to go, which you could get rid of with a better level design. 

I think I see a lot of movement problems in your game that I have experienced in my game, such as the enemies damaging more than once in one contact. This could be fixed by having a timer, such that I got damaged by enemy A and will be immune to A for the next 0.1 sec or so. The wall jump should push you backwards a little bit, and I think now whenever you touch the wall, the jump counter resets right? Because I can wall jump very high, which I don't think is intended. I also got confused when sometimes losing health without knowing the reason, is that because I jump not on the beat or because I touch an invisible enemy (or that the enemy hit box is too big)? The character flies of after dead, which can be due to multiple reasons but I think it could be quickly fixed. 

Overall, I really dig the concept, and really wished other enemies also reacted on the beat. Great work, hope you tune the movements and keep updating the game post-jam!

Edit: I read the comment and you said that the box collider appears first and the animation comes after. Perfect, I used to have this problem too! Just animate the box collider as well, everything would be fixed.

Developer(+1)

Wow thank you so much for the great feedback! Will check out your game in a bit. About the immunity, there is a bit of immunity I think, or at least what I thought I programmed, since the player goes transparent for a bit, but I think something got lost and didn't end up working as intended, but I completely get what you mean.

As for the wall jump, you are spot on. It's just whenever the player collides with the wall, not necessarily the bottom of the player colliding with the wall. This can be fixed with an additional collider for the bottom of the player, or some sort of raycast, and was an issue I was aware of when I submitted the game haha. Decided to let it slide because there were more important things to fix at the time.

Really appreciate the kind words! I don't really intend on working on this anymore, because it's way too deep in design flaws and bad coding implementation that I might be better off starting over, but with a similar concept, which is something I intend to do eventually, perhaps for another game jam :P

Also yeah, you do lose health for not jumping on beat. I should make that feedback more clear to the player XD game feels a bit like it's cheating you with all the weird animations and music.

Submitted(+1)

Hey! I just wanted to let you know that a video of one of my playthrough/reviews is up and you're a part of it!
Take a look here:

Submitted(+1)

So... I like this concept a lot but holy crap that movement is rough to time.  I mean, I get it, it makes sense but it was pretty difficult at times.  The vines just need to be redone, they have to visually match what they do.  It's frustrating to take a ton of damage when it looks like nothing is going on... Also, are they supposed to hit you like a mac truck?  Because the damage on them is ridonkulous!  Also, stuck on the tree jump between part.  Maybe overtuned or just needs a little love and polish =D

Overall, it was a very pretty game, and I really enjoyed it !

Great work!

Developer(+1)

Yeah I feel like a lot of people get stuck at that part, probably because you need to jump on the off beat, which is not something really explicitly taught to the player or even intuitive. The vines are weird because the collider appears before the animation does, so the player can be hit by the vine that might not even be there yet. Anyways, thank you so much for reacting to and playing my game! Really enjoyed your feedback.

Submitted(+1)

A really great concept ruined by beginner's mistakes. What a shame !

Developer(+1)

Yeah I agree. Kind of bummed at the turnout, but a great learning experience nonetheless. Definitely an idea I'll revisit. I'll start over but keep the concept in mind.

Submitted (1 edit) (+1)

Really like the look and concept of this game. I felt like the movement was buggy and sometimes I felt like I was getting hit by enemies who weren't even close to me like when I'm walking between the vines in Level 2 which kind of soured my experience. The procedurally generated music was.... interesting.... xd

Developer

Yeah I see what you mean. I think this was caused by the fact that the vines take a little bit of time to actually pop up, whereas the box collider for the damage shows up instantaneously.  Thanks for taking the time to play it! How far did you end up getting?

Submitted

Kind of gave up climbing the section between the two trees with the vines coming out. Couldn't even get close to going up that high.

Developer

Haha yeah it's hard to judge the level's difficulty when I've been testing it for ages... The trick is to jump off the beat before the vine shoots out, then use a second jump to land safely on the other side.

Submitted(+1)

amazing  job! Nice music, cute graphics and excellent gameplay. I have nothing more to say.

Developer

Thank you so much! I'm glad you enjoyed it :D