Rhythm Bandit by fashionbatman
Get to the exit with as many items as you can. The more you have the slower you go.
https://fashionbatman.itch.io/rhythm-bandit
100% Walk Through Here:
https://youtu.be/9HrIPA5nC2Q

Download Music Here:
https://soundcloud.com/fashion-batman/rhythmbandit
Game made in Unity
Music made in FL Studio with a PO-12 and PO-20
Pick up sound made with ChipTone
Art made in Gimp 2
| HTML5 (web) | https://fashionbatman.itch.io/rhythm-bandit |
| Project Files | https://fashionbatman.itch.io/rhythm-bandit |
| Original URL | https://ldjam.com/events/ludum-dare/40/rhythm-bandit |
Ratings
| Overall | 274th | 3.488⭐ | 45🧑⚖️ |
| Fun | 367th | 3.209⭐ | 45🧑⚖️ |
| Innovation | 214th | 3.43⭐ | 45🧑⚖️ |
| Theme | 402th | 3.314⭐ | 45🧑⚖️ |
| Graphics | 506th | 2.837⭐ | 45🧑⚖️ |
| Audio | 27th | 3.988⭐ | 45🧑⚖️ |
| Humor | 470th | 2.205⭐ | 41🧑⚖️ |
| Mood | 431th | 2.9⭐ | 42🧑⚖️ |
| Given | 79🗳️ | 30🗨️ |
However I have a couple of complaints about the game play.
Firstly, the changing floor tile colours. It's very confusing to have the tiles change colours constantly. When I first started playing, I thought I was moving without doing anything. I then thought that the map was moving beneath me/with the enemy, before coming to grips with what actually was happening.
Secondly, I think it's legitimately impossible to get some of the crystals if you've picked others up (I might just need to git gud though, so please correct me if I'm wrong with this). Which makes it seem like you can't complete the game with all the items collected.
Sorry to be so critical, I really like the retro theme of this game and the music is really really good. I just think that some parts hurt the game play experience as a whole.
If you'd like to come criticize my game here's the URL:
https://ldjam.com/events/ludum-dare/40/toy-hero
You play as a robot hiding all the toys away from mum, who keeps cleaning them up.
It's definitely possible to collect all of the crystals, you just had to get them in the correct order. I wish I had more time to design a better level to show that properly.
https://youtu.be/9HrIPA5nC2Q
My eyes hurt coz of the necordancer tiles though X)
Id agree that in this version its hard to know what order to do things in. It took me a while to realise that I had to move to the next screen to first pickup an item.
My biggest complaint (like a lot of commenters) is the alternating background tiles. I like the *idea* of the effect, but I think there's too much contrast between the colors and it just confuses the player. Still, overall a great game!
The penalties for carrying things were pretty harsh, but it fits well in this setup. Each step slower became a new level of planning. Dodging those two guards in the hallway became some bizarre intricate dance on a half-note rhythm with all the treasures.
The only thing this game is lacking would be a better presentation, maybe just toning down the contrasting floor tile colors. But I'm not going to hold that against it.
Really neat concept!
At the same time, however, the idea of changing the floor tiles is terrible! I really think your game will improve a LOT with a static floor! (haha, a quick glance at the comments revealed me that I'm not the only one against the crazy floor :P)
8-bit aesthetics in all glory, but I often feel a bit heart broken when the limited graphics affects the mechanics of the game negatively :broken_heart: For me rhythm is about *feeling* the beat and where it's going. In your game the music is a great basis for feeling that rhythm, but the graphics are completely static in between the beats meaning that I don't know where everything's moving. I think this *nice* game could be a **GREAT** game if the graphics would have the same flow as the music, with transitions and effects to show where everything is moving.