No, but it was inspired by it.
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Oh, you're probably right! After looking up Muse Dash, I have to agree that this game is very, VERY similar to Muse Dash. Like, "hey, can I copy your homework?" similar. While I agree that Unbeatable has more polish (probably), I don't really like the blatant copy/paste they did with the gameplay system. If they were upfront with it, e.g. "We were heavily inspired by Muse Dash", I wouldn't mind. But I think that, intentionally or not, they're trying to sell a product that's less original than it implicitly claims to be.
I'll reach out to the developers for clarification.
EDIT: They sent me an email response. They point out that;
=The game started development 6 months before Muse Dash released.
=They think their system has far more complexity than MD
=They’re adding in a full fledged RPG mode
=Pero Pero (the Muse Dash developers) follow Unbeatable on Twitter, so they’re aware of the game’s existence
I think all of their points are pretty valid, so I’ll un-retract my first post.
Anyways, this was a really weird rabbit hole to go down, but I’m glad that I have the answers now.
Erm... no? I'd hardly call this a "knockoff", it has some interesting ideas that I haven't seen anywhere else. Namely:
=limiting the buttons you need to press to just two; most DDR-likes have four buttons (but there's some exceptions)
=a huge swath of "beat" types; most DDR-likes only have "hit" and "hold", whereas this game has lots of different types of things. (Admittedly, some are better than others)
=switching up the visual indicators for the beat types, i.e. whenever the screen transitions.
But even if it was a typical run-of-the-mill DDR clone, I'd still say this has value. Its beatmaps are (mostly) really solidly designed, the visuals are good, the audio is great, and the execution is just really great in general. Saying that two games with the same concept are virtually identical is like saying a Jeep is virtually identical to a Ferrari (both of them are cars, right?).
(Also, if you think this game ripped off Friday Night Funkin', then... I recommend doing research into Dance Dance Revolution, though you might not like what you find).
the speed run rules were initially “time starts when you enter your name, and ends when you see the credits”. So they started the game, quit to the menu, and accessed the credits from the menu.
🍓 x 6
Cool game, and aside from some minor gripes (some of which I also had with the commercial version of Celeste), I think this is really well made. Especially for 3 days worth of work.
Ideally, 60fps. The game has an update() function that simulates 1/60th of a second of gameplay, and it tries to call that function every 1/60th of a second, then renders the game to the screen. Unfortunately, this can't always happen, due to technical reasons. If a computer is too slow to update/render the game every 1/60th of a second, it calls update() multiple times, then renders the result to the screen. Since rendering takes up way more computing power than updating (for this game, at least), this ensures the game runs at a correct speed. If a browser chooses to render content faster than 60fps, the game skips calling update on some frames to keep the game running at the correct speed. And I haven't even started talking about interpolating between frames, or browsers that render content at framerates that aren't multiples/factors of 60fps. (You can read up on some of the technical details here; there's a lot of stuff about framerates in browsers that even I don't know.).
Even considering all that, I'd estimate that you could consistently perform/time runs within at least 50ms. But I guess it depends on a lot of factors (as I mentioned).
1: Speedrunning this game is great, the game is built perfectly like it is meant for speedrunning.
When making this game, I did consider the speedrunning aspect of it. I wouldn't say I exclusively made it for speedrunners, but I think many of the design decisions I made to benefit casual players also benefited speedruns. For example, I first made tests only end after the timer ran out, but that made it boring for high level players, as they gained enough points early on and had to wait for the test to end. Then I made tests end once you gained maximum points, which made the game much more fun, and more interesting for speedrunners.
2: The Average Session is a bit high, I don't think there are many that took over 30 minutes to beat the game to be honest.
How long it takes a player to beat this game depends on many factors, but I think the average playtime for most first time players is a little under an hour. I've watched several let's plays of the game, and most of them tend to be around that time. I could be wrong, though; I don't have super detailed analytics to back this up. I do agree that the time is a bit high; maybe I can change that.
3: This is for the Dev, Question: Is Not Talking to Doggo Right After Tauriel Leaves the Classroom and Going Straight for the Door a Glitch? It seems weird that Doggo responds with content relative to when you talk to him so I would assume it is a glitch. It is very nice to Speedrun with it so if it is a Glitch I hope you keep it there for the OG Speedrunners.
The dialog is intentional! Going straight to the door is good for speedrunners, of course, but I also think it's useful for casual players who want to get through that part of the game faster.
4: The Game is Great period. I wish there was an even harder mode though than Handcuffs.
Thanks! If I ever make a remake/sequel, I'll think about making the handcuffs harder, or just having harder tests.
5: Why is the highest Grade you can get when doing a No hit run on the Principal fight a C?
It's meant to be a cruel joke; no matter how hard you try, the highest grade you can earn is a C! Several people were confused by the joke, though; maybe something like "S-" would have made a little more sense?
Possibly, but I'm actually not sure how much I like this game and its concept?
This game was inspired by this tweet, which, in hindsight, was probably meant mostly as a joke. I took on the challenge anyway, because it was an idea that I liked, seemed doable given my previous experience with a typing game, and the idea was from someone I respected.
I started this project before realizing just how political this game's concept was (even though it seems obvious now). I'm not someone who really likes most political stuff, so having to make a political game seemed daunting. I was able to run an early outline of the game's script past Nelson, who kindly pointed out a potentially offensive part of the story. Besides that (and a few other kind testers), I was on my own in terms of the story and writing. Keep in mind, I'm not really in many major minority groups, so the task of representing minority groups (even in the general sense) felt like an extreme burden/responsibility (I'm still not sure if I handled things correctly). And three weeks was not a whole lot of time to research things, especially when I had the rest of the game to make, and college stuff, and other life stuff, and I had to put a big project of mine (which I'm currently working on) on hold.
Even disregarding that, I'm not really happy with how the writing turned out. It feels awkward and stilted at times, especially near the end.
Most of the gameplay is sandwiched in the middle of the game, and doesn't serve much of a purpose. In Tauriel Teaches Typing (I reused the engine/gameplay from TTT for this game to save on time), the typing gameplay served a point, and was an integral part of the experience, but here it feels a bit vestigial and slightly pointless.
I like the test designs I came up with, and this game gave me an excuse to draw cute goat(s), and it made some people happy. But I'm not sure that I (or others) would like a longer version of RRTT more than the current one; I think the extended length might make it worse in some regards.
You (or anyone else) could make RRTT 2 if you wanted to, though.
I had a crash against the Komputer boss when playing Jester's first episode. Here's the crash log:
version: v1.8.2 / 0.13.0 (mod API)
sess. ID: dicey_dungeons_2020-06-29_22'22'01
started: 2020-06-29 22:22:01
crashed: 2020-06-29 23:28:51
error: ERROR in callscenemethod(Combat,update) static : Null Object Reference, stack =
Called from Game.clonetextarray (Game.hx line 2427)
Called from elements.StatusEffect.clone (elements/StatusEffect.hx line 154)
Called from elements.TurnHistory.new (elements/Fighter.hx line 23)
Called from elements.Fighter.saveturnhistory (elements/Fighter.hx line 3964)
Called from elements.Fighter.startturn (elements/Fighter.hx line 656)
Called from elements.CombatCommand.execute (elements/CombatCommand.hx line 603)
Called from states.Combat.update (states/Combat.hx line 361)
Called from Reflect.callMethod (C:\coding\haxe\openfl\std/cpp/_std/Reflect.hx line 55)
haxegon.Scene.callscenemethod (haxegon/Scene.hx line 93)
haxegon.Scene.update (haxegon/Scene.hx line 53)
haxegon.Core.doupdate (haxegon/Core.hx line 268)
haxegon.Core.onEnterFrame (haxegon/Core.hx line 182)
starling.events.EventDispatcher.__invokeEvent (starling/events/EventDispatcher.hx line 184)
starling.events.EventDispatcher.dispatchEvent (starling/events/EventDispatcher.hx line 144)
starling.display.DisplayObject.dispatchEvent (starling/display/DisplayObject.hx line 778)
starling.display.DisplayObjectContainer.broadcastEvent (starling/display/DisplayObjectContainer.hx line 449)
starling.display.Stage.advanceTime (starling/display/Stage.hx line 108)
starling.core.Starling.advanceTime (starling/core/Starling.hx line 469)
starling.core.Starling.nextFrame (starling/core/Starling.hx line 455)
starling.core.Starling.onEnterFrame (starling/core/Starling.hx line 682)
openfl.events.EventDispatcher.__dispatchEvent (openfl/events/EventDispatcher.hx line 443)
openfl.display.DisplayObject.__dispatch (openfl/display/DisplayObject.hx line 1236)
Not knowing what your opponent will do makes this feel like a game of luck. If I had some indication of the opponent's strategy/what they might do, it could be about predicting your opponent's moves.
I'll give you the trick, but to prevent spoilers for others, I'm putting this through a caesar cipher (shifted 7 forward):
pm aol zuhrl pz jvtwslalsf zayhpnoa, fvb jhu nv ihjrdhykz. pm fvb nv ihjrdhykz, fvb jhu hszv wbzo isvjrz.
I’m not sure about it being exclusively beneficial to the industry (it costs developers to get their games rate), but I still see your point. Many parents don’t care about the ESRB ratings. But what are we supposed to do? Make the rating obnoxiously large on the box? Forbid the child from purchasing it? (Supreme Court ruled that you can’t).
Also, come to think of it, I’m not sure that the ESRB’s content ratings are the best. They give games with full frontal nudity a 17+ rating (not 18 plus, because that would be bad for marketing I guess), and lump them in the same category as “games with just a bit too much blood in them.”
Gender gets assigned randomly. “Him” shouldn’t be there, that’s my mistake.
As for the grammar.txt, it’s in the source files. I guess you could find it in the “network” tab of inspect element? Let me know if you still need help.