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(+1)

Pretty great!

That third level sure gave me a run for my money. After several fails at less than minute on the timer, I finally faced that final wave, it sure made my heart beat a bit faster.

You really should preload stuff properly. There are like good 15 second hiccups on game start, play start and first casette grab. I'm guessing these are shader compilation and stuff like that. Really would be nice to have them be in a more controlled place where sounds/music wouldn't do a horrible screech for the whole duration of loading. Other than that it seemed to work just fine in browser to me at least.

I had no trouble keeping the beat, surely enough just a few hours ago I was playing DDR. My biggest issue was a single strangler just sneaking out from out of view to gnaw on my behind. Didn't even realize before the final level (few tries deep too) that the spawn zones are actually marked.

How is the perfect accuracy calculated? I was always hovering around beat 99% and perfect 50% no matter how I played. Just mashing on beat is the "easy" mode to play and I thought that not missing shots etc would then help you perfect levels but that didn't seem to do much to me at least when I tried again by landing my shots.

Dang, FMOD, never seen that name pop up in a jam game the whole 10 years or so I've been doing jams. The music pieces were great and so was mostly all of the sound effects too. The pizza sound was a bit too loud and kinda irritatingly too bit crushed.

Nice visuals too, very cohesive style that fit the whole game and music too. The UI had bit issues scaling up to full screen size or being the original size but obviously it wasn't that big a deal since it was only for like the tutorial. Took me a while to actually notice the HUD on gun had my health too.


Anyways, good job! 👍 Torille...

Torille indeed!

Thank you for the in-depth feedback :)

The WebGL build was unfortunately a bit rushed. We initially wrote it off entirely due to export issues and only got the first working WebGL build after the game jam deadline. I’ll forward the preloading issue to the more technical members of our team.

Nice to see another rhythm/dancing game enjoyer!
Regarding timing: a Good shot requires being within ±30% of the beat, and a Perfect shot within ±6%. You don’t need to hit enemies to maintain combo, but you do need to keep shooting on beat. Anything outside of the Good timing window is counted as a miss and against the Beat accuracy.

The Good window is intentionally forgiving. The song BPMs are 110, 124, and 130, which results in Good windows of approximately 327 ms, 290 ms, and 277 ms respectively, and Perfect windows of about 65 ms, 58 ms, and 55 ms.

There’s also a fixed global timing offset to account for audio and input latency. We didn’t have time to implement player-side calibration, so I estimated a global offset by testing on multiple setups. I ended up around −38 ms, which should make timing the shooting SFX to the music land near Perfect on most systems.

For those interested, the timing logic is available here: BeatDetector.cs

As an only slightly technical sound guy, I've liked FMOD :) We've used it a few times in past Game Jams and I think everyone on our team agrees that it's been a relatively painless way of working with audio.

I'll have a look at the UI scaling issues. We've mostly been playtesting on Windows / Mac and not WebGL so it's definitely been an oversight on our part :)

Thanks again for playing our game!