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Appreciate the feedback, really has me thinking.

I tried a version with quarter note movement but due to the bpm of the song it was a little more difficult to play. I recently watched a clip of Baldi's Basics and it had me thinking if it would be better if I kicked the rhythm movement and kept that only for the enemy. Similarly as you collect items maybe she starts moving faster. Whole notes -> half notes -> quarter notes -> eighth notes as you pick up items or something? I'm also debating a first person camera as well, since it fits the horror feel a bit more. Wish we had more time!

(+1)

Since you don't have a penalty around missing beats, I think not being able to hit all of them might be okay? Gives the player more opportunity to advance? 

Gradually Moving faster could add more stress around a boss - or if you only ever have the one enemy. Doubling every time might be to much, but there are ways to work in more movement for sure.

If you have more enemies or enemy types, they can move on different beats of the measure: type A moves on1st, type B moves on 2nd... And then really dangerous enemies that move on 1st and 3rd.  Not sure what's been tried and failed in this genre before, so not sure how well those ideas do or don't execute with players. 

What I ended up doing was keeping half note movement but allowing her to move diagonally but the player is still restricted to 4 directions. And then (spoiler) for the final key she moves to quarter note movement. Even that was almost too much so your analysis was spot on. I love your idea of adding more enemies, almost could do it Silent Hill style while still having the "main" enemy. And subsequently more genre study would be important I agree, the main rhythm grid movement ones I found are CotND, Cadence of Hyrule, and then this indie one called Steampunk Pirates. Patapon also might be good inspiration here. If there's any others you happen to remember let me know!