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Never played yakuza so this was neat to see! In that game can you hold keys down to repeat them or do you have to individually tap a direction for each space you move like in this? It definitely created a really chaotic feeling and a bad auditory environment with my clacky mechanical keyboard to have all these random non-beat-related sounds happening. Would’ve loved being rewarded for only moving on the beat or on subdivisions of it, though I like that there is strategy in routing and trying to get as high a score as possible.

As a musician I found it pretty frustrating that the relationship between the beat and the square closing in didn’t really closely synced. Sometimes it’d be on the far front of the beat and sometimes on the back of it, sometimes on a downbeat, sometimes on the offbeat, sometimes something in between? I think the square works okay as a signifier of where to press but I feel like it could be made more visually clear, like maybe an equally expanding square from the center of the tile so you press when the two meet. A calibration mode or more forgiving perfect timings I think would’ve been a huge help.

Rhythm games are always a huge gamble and hard to pull off even with infinite time, so it’s always ambitious during a jam. Pretty solid given that, good work! :)

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I honestly don't remember how it works in Yakuza, but either way the optimal strategy is to tap repeatedly because it lets you get more tiles faster (for instance pressing D, W, A in quick succession would get 3 tiles and takes about as long as just pressing W for 1). For the post-jam update I'll see if I can add holding keys in a way that doesn't feel too slippery.

As for the music, it was definitely the toughest part because I'm not musically inclined. In the jam ver, only "beach dance" and "encounter" use a repeating pattern of notes (as in they have a note every X frames through the entire song) while the others I tried to map myself. I tried to map them such that there'd always be something audible matching the note, but it's a shame they've ended up so inconsistent and I didn't even know. For the post-jam update I'm adding more visual effects to the blue square at least so it should be clearer when the timing is, and I've added a few more frames to the GOOD and BAD windows post-note.