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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!