really cool!
GGRMA
Creator of
Recent community posts
Thank you for playing and sharing your thoughts!
Ah the boxes sneaking up from behind is a design issue I struggled with lol. Feels like there's something simple that I'm missing.
Yea if the concept resonates with people I could see expanding the game like you said! One idea I'd be excited about is adding more maps, each themed after a different dance genre (e.g. techno box, jungle box, DnB box...)
Hi all! I just published a musical fps minigame called SUPER BEAT BOX.
It's a musical sequencer + rhythm shooter wrapped into one, inspired some of my favorite games like Super Crate Box and Devil Daggers.
Part of me sees this as a proof-of-concept for a larger game (with more weapons, enemies, maps, and music). But this was my first time doing 3D and I wanted to keep the scope small at first.
The game is free to play in the browser, if it looks interesting to you please give it a play and let me know how it makes you feel!
https://ggrma.itch.io/super-beat-box


--azaday
wow, the shaders really create such a unique atmosphere. It was a bit of a slow burn at first, but I liked how subtle things deteriorate and become more trippy. I spent the whole time in anticipation of a scare, and even though I didn't get a jumpscare I think this feeling of looming dread worked well.
Really liked this one. The design was minimal and elegant. Appreciate how the different monster types synergize with each other, e.g. spider building up tension while the crawler guy approaches. Played it through to the finish even though it was scary and I kept dying lol. Doing 3D my default thought is to make everything continuous, but the controls here are discretized (steps instead of continuous motion) in way that makes your design feel come through and feel more deliberate.
Genuinely scary, great job on creating the atmosphere. Polished execution too. Would be cool if the monitors could display something beyond color, would add to the world building. The mechanic is simple but effective; the entire time I was wondering where I was, what happened to the other operators, who the voice speaking to me belonged to...
Like the concept of having to solve the maze under time pressure. I have a terrible sense of direction so it was quite difficult to find the keys and remember how to get back to the doors--i wonder if visual markers / clearer colors would help here. The visual markers could also be stylized to add to the horror aspect.
On web the mouse controls are not locked to the screen, so I could only turn a few degrees in either direction.




