Love how funky and funny this game is, and the double down mechanic really fits the theme of the jam, well done!
Khyi
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Thank you! Always love to hear from people who enjoy my games.
The music is by Rory Donovan: https://soundcloud.com/r4ry_donovan/albums
He helped me with a bunch of previous projects as well. This time I basically told him to make something inspired by the nightclub fight scenes in John Wick, Blade, The Matrix etc., maybe with a bit of Perturbator, and he really nailed the vibe, even on kinda short notice. I had also made a beat counter system for one of my previous projects and was able to reuse a small snippet of code here.
Another inspiration was an old Flash game called Death Vegas, it has a few similar elements but without the rhythm aspect.
For a bigger, more polished game I would probably include more than 5 moves per character, different characters with unique moves and expand on the resource management/special attributes of their specials. The special or "X" meter ended up being crucial to making VS interesting, since you can cancel any move into special, and follow up with anything after it, without any recovery. Combined with the fact that simultaneous attacks always clash you can use it both offensively for combos and defensively to clash with an attack that would otherwise punish you after a whiff.
Am I understanding correctly that credits are disallowed outside the jam's submission page?
If someone stumbles upon the game from outside the jam I would still want them to know that the musician who made the soundtrack has a Soundcloud they can follow, or link to a team member's Artstation, so I would at least want to show those on the game's main page, if not in-game.
Great ideas! I initially planned to have the bird simply hit the ground if you collide with anything, but felt that it might encourage players to just plow through the levels, since there's effectively no penalty for crashing. Maybe a life system would be a fitting middleground, where you can crash 3 or 5 or however many times before a game over.
I will check out Midnight Echoes, thank you for the recommendation.
Thank you! I agree that I could still improve on the sound design, with the wing flaps I prioritized clarity and not making it sound too high pitched, but it may not make sense for a canary. Adding ambient sounds is a great idea, I briefly considered adding a quiet piano tune, but was worried about drowning out other, more essential sound cues.

A közepes pálya kis erőfeszítéssel sikerült, a nagynál csak utólag vettem észre, hogy az egyik narancs nincs a helyén, a menü gomb mögötti narancs hexeket észre se vettem. Talán még az segítene könnyebben értelmezni a mozgást, ha a mozgatandó emberek valamilyen highlight-al ki lennének emelve. Nagyon ötletes Rubik kocka-szerű játék
I'm usually not a fan of Sokoban-style puzzles, but this one's really well executed and the minimal artstyle feels intentional. Perhaps if your past clones were different colors depending on iteration it would help rethink your path if you get stuck, if the whole board is full of grey guys I won't be sure where I messed up.
Neat game, I like the core idea. One game design pitfall is that you don't actually have to use all the lanes, you could just pick two and alternate between them, if you want to keep working on this project I would start by introducing a mechanic that forces the player to consider the entire playing field.
Love the concept, if you polished the car controls and made the second track visible before you switch this could be a real hit. The tracks could be laid on top of each other with transparency, running parallel, or even two sides of the same road. In 3D I would have the second road above the current one, upside-down, and reverse gravity to shift between the two.
Neat game for such a short time. One limiting factor is that the fruits always take a certain amount of time to roll down the path, so you can't speed things up, if you either had multiple lanes to adjust (maybe even within the same system, like a marble machine), or just moved the baskets around it would allow for faster paced gameplay as well.
Very nice overall game concept, I like the idea of an endless runner where you build your own path. It is a little too easy because of how far you can jump, so I rarely needed to build, but it is a cool idea, I would prefer not to use mouse to build though and instead use keys/buttons to spawn a platform some distance in front of the character.
Thanks for the comment!
I agree with a lot of what you said, I addressed most of these issues and also added a lose condition in an updated version, just didn't have time for enough playtesting within the 3 hour deadline. The black hole might still be a bit loud even though I reduced its volume, I'll probably limit the number of overlapping sound effects in a second update later today.
New version:
I had a lot of fun overall, but there are definitely a few things I'd change:
With my resolution the speech bubbles often covered up my character
If you land incorrectly once the scooter starts spinning and there's no way to stop it, I'd either introduce angular damping or let the player control the rotation while in mid-air (like in Tony Hawk, Need for Madness, Distance etc.)
Otherwise the abilities were really interesting and I liked how you introduced them one at a time.
Great concept, I enjoyed how the rhythm and combat game mechanics were tied together and the graphics remind me of He is Coming.
I wasn't sure why some of the gems were smaller or larger, made timing a bit more difficult, and when the bombs come it should say "press space" not "hold space", but an even better solution would be to either include a tutorial that explains bombs, or have [Space] somewhere on/near the first few bombs that appear.
One thing I would definitely change is the white flash each time you attack or parry a bomb, makes it harder to see the falling notes and in a rhythm game even a split second difference can be crucial for the timing.
Overall I enjoyed it and kept playing until I beat the boss, so I'd definitely recommend expanding on it.
Great concept, I enjoyed how the rhythm and combat game mechanics were tied together and the graphics remind me of He is Coming.
I wasn't sure why some of the gems were smaller or larger, made timing a bit more difficult, and when the bombs come it should say "press space" not "hold space", but an even better solution would be to either include a tutorial that explains bombs, or have [Space] somewhere on/near the first few bombs that appear.
One thing I would definitely change is the white flash each time you attack or parry a bomb, makes it harder to see the falling notes and in a rhythm game even a split second difference can be crucial for the timing.
Overall I enjoyed it and kept playing until I beat the boss, so I'd definitely recommend expanding on it.
Very enjoyable rhythm game with polished graphics that fit the feel of the song nicely, but I have to agree with a previous commenter in that it would have been better to combine the notes and the bowling into one lane instead of having them separated. I'm far too focused on the left side to see what's happening on the right, but if you could fully combine the two concepts, for example if the pins were the notes you have to hit and the ball (and its powerups) were controlled with the same keys, or even if the notes just appeared on the same lane with nothing else changed, it would be easier to see what the bowling ball is doing. Still a very fun game though!


















