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(+1)

For a rhythm game, it would be nice if the beats were actually... on the beat. Also, would definitely need some catchier music.

(+1)

Thanks for taking the time to play! I can only imagine that playing the game as someone with real musical knwoledge probably must be infuriating - but I tried my best :D :( The game runs on an internal clock and the note events are quantized to the bpm and beats/bars, but I probably messed something up implementing the difficulty scaling, since the scaling effectively increases/decreases the bpm on the fly.

In the end the whole procedural music generation was only an means to an end and gave me quite the hassle, and at one point I was even ready to just give up. At first I thought I could just import MIDI files and be on my merry way, but it turns out Unreal Engine needs a plugin for that and I didn't want to dish out 150$ to do so. So I needed another way to generate the notes and ended up doing it this way, and trying to incorporate all the musical theory needed for this in the timeframe... I'm not surprised I messed it up quite a bit. 

Maybe I'll take the time and try to improve on it! Thanks for the feedback :)