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Rhythm Somnia's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #233 | 4.000 | 4.000 |
Cleverness | #282 | 4.000 | 4.000 |
Artistic Style | #401 | 4.000 | 4.000 |
Playability | #804 | 3.000 | 3.000 |
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- Good game design and theme interpretation. Good game implementation of your unique idea. Main struggle was watching the four different directions. Was a bit more difficult than I was able to figure out and get very far. Perhaps making them different colors or somehow more visible would help.
Did you include your Game Design Document as a Google Drive link?
Yes
Seriously... did you include your Game Design Document?
Yes
Is your game set to Public so we can see it?
Yes
Tell us about your game!
Our Game is a Rhythm Game, similiar to games like Guitar Hero with a mix of Vampire Survivor esque gameplay. This Prototype is just showing off working mechanics there is still a lot of fine tuning to be down to make things seem more rhythmic but the concept is being shown off quite well already in our opinion. This is our very first game and some of had a little bit of experience in programming but we had no prior experience to game design, game development etc. so we're still not really where we envision us to be with this game yet but it's been fun two weeks to work on a game together and we'll hopefully continue developing the game in the future.
Controls: ↑(UP) ARROW(Num8), ↓(DOWN) DOWN ARROW (Num2), ←(LEFT) LEFT ARROW(Num4), →(RIGHT) RIGHT ARROW(Num6),
Extra Notes
Extra Notes: Thanks for playing! More info available in our Game Design Document: https://docs.google.com/document/d/1ei4xbLbBseG75F9Q_p7md3o96KAfhxa2pnOCDyOwkXI/edit?usp=sharing
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Comments
Hey! Someone else thought of making a rhythm game! Nice work! Music choice is nice, calming, and fits in with the dream-like theme. I like the idea of casting spells only if I hit the rhythm right, but I do feel like it's a bit strict on the timing? I think some enemies got past because I didn't have enough spells to cast in that direction, or I missed the direction and I didn't know.
Would be nice to get more health, I felt like I was missing a lot because I was struggling to keep up with the arrow directions. I also agree that it was a bit difficult to keep track of 4 parts of the screen to read the incoming rhythm, since I had to move my eyeballs around a lot and it got a bit confusing and tiring.
Hey! Thanks for trying the game, we know there are still a lot of things to work on to make the game feel better to play, we didn't have a lot of time to properly adjust everything yet, so the game feels kinda unforgiving at times. This version is mainly to show off how mechanics and the gameplay is supposed to work. I agree that there is still work to be done on visual clarity and player feedback for when you are supposed to hit the beats and when you've missed.
Thank you for providing feedback, it'll help us alot to improve the game in the future!
Great game! Love the song, idea and art! Only improvement is to disallow spamming all buttons to cheese the game.
Hey thank you for trying the game!! I agree that spamming all buttons to cheese is a problem we'll have to fix, at the very least you are not getting a very high score if you do that though, so you are punished for cheesing the game but it'll still be something we'll fix in the future.
Thank you for providing feedback.
ah thats very true, then its not really a problem.
I like the idea, but since the enemies are spawning independent of the available rhythm hits and since they start charging forward at super fast speeds randomly, I felt like this was impossible to play. I love rhythm games and it might have worked if the enemies didnt charge forward, but it still would have been hard to track the timing of all those different arrows in 4 different places at once in addition to tracking all the enemies.
Hello, thank your for trying the game! We agree that the game in it's curret state is still quite difficult to play and has issues with clarity. We are hoping to fix these things in the future, when levels are more planned out and a bit more structured, this prototype is mainly to show off how mechanics and gameplay are supposed to work. The charging of the enemies happens for missing the beat, it was supposed to make missing a beat feel punished more immediate, in early development they just casually kept strolling towards the player and it felt more like tge player randomly lost HP without the immediate feedback. Seems like both solutions aren't good enough yet if you felt like they started charging randomly.
Thank you very much for your feedback it's very helpful!
Yeah that makes sense (and is a good idea), and I thought that might be the case, but it was hard to tell if that's how it worked. It also means that I am pressing beats on directions that might not need an attack while a bunch of monsters are coming on a direction with little or no beats, so it might just be my brain was super conflicted the whole time.