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A jam submission

ChordsView game page

Submitted by tplans

Play game

Chords's itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#752.0512.571
Visuals#791.9372.429
Fun#801.8232.286
Overall#901.5952.000
Music#961.0261.286

Ranked from 7 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.
I used the Raleway font, which can be found here: https://fonts.google.com/specimen/Raleway

How many members in your team?

Team of 2

List your team's social media / website links!
https://tplans.itch.io

Anything you want to say to players before they play?
The game is very unfinished, with only 3 currently playable levels, but three should be enough to show the concept.

CONTROLS:

Use the arrow keys or WASD to move around. Escape is to quit.

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Comments

Neat 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

I like the minimalist visuals, and the progressive music concept. However, that last part needs some work, because as it is, it's not really pleasant to hear. Plain sine wave just sounds like a phone dial! One suggestion I could make is experimenting with stretched sounds and slowly changing effects (such as bass filter or additional instruments). It's a nice way to compose with sustained notes, yet making them evolve so that the music feels flowing.

Still an interesting concept, very accessible and with potential. Good job!

Submitted

Nice idea, but the audio was incredibly jarring, and trying to map orthogonal controls onto diagonal directions is hugely irritating as a control scheme.

I know the game is called chords but listening to sine waves meshing can be a little jarring. Perhaps they could be parts of jingle or short musical sequence? Either way the audio lends very little to the game. Its mostly a puzzle game where you collect items (in this case, notes) to complete the level. Perhaps using w,a,s and d to determine direction and making the block auto-move to the beat of the music? The controls made sense but doing it manually took too long. The game has potential but it's still pretty rough in design.

Submitted

It needs some improvement.

Because it's not fun to play, and painful to hear...

Hey! I like the concept of the game (I'm a bit of a sucker for puzzle games). I thought the final level with the timing challenges was a nice start, and I was looking forward to more puzzles from you:). The main comment I have on the game as it currently stands is that long tones over an extended time can be quite grating. Even if you added in just some variation like beats it could help break up the monotony of just the chord tones. Good luck developing!

Submitted

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

Yes! I like this concept a lot.  I think you could use better sounds for the chords because when you build a full chord it gets sorta crackly.  Also, more variety and polish would be nice.  I think you could add like, a bass hit, or something musical that times with the disappearing/reappearing platforms and it would add a lot of depth in the gameplay.  

I look forward to more, make sure you hit me up with further development!

Wonderful job!

Developer

Thank you so much! I'm so happy to see it in a playthrough! The crackling is being worked on, and the bass notes on disappearing platforms sounds awesome, so i'll look into that!

(1 edit) (+1)

The crackling is likely due to clipping. My audio was on very low to begin with so I didn't get that. Sine waves mesh together and increase amplitude which eventually will peak what the computer is able to output thus creating crackling. Solve this issue by lowering the output each individual tone is at so when the chord plays they don't go over the headroom.  Another possiblity is that your sine waves are not being cut at 0 if you are looping. Going from -10 to +10  wil create a clipping sound since you are skipping all the decibles in between.