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Fair enough.

The trick is to not rely on the arrow visuals, but to try keeping track of the rhythm (the arrow changes on the beat exactly, but the input window for a direction allows you to be half a beat earlier or later - but, if you’re too late, it counts as being ‘early’ for the next beat, which might be the issue for you).

I did throw together an alternate version of the audio with half the BPM of the version in the actual game, and there is logic in the code for this slower version - but I didn’t get around to implementing a method of toggling the BPM in the timeframe for the jam :p

That said, later on this afternoon, I could build an executable version of the game with the half BPM setting enabled, if you’d be interested. Just let me know if you’re on Windows or Linux and I’ll get it sorted.