Techno Fever by detectiveLosos
The more havoc you have caused the worse it is to be on a dancefloor. But you are going to cause havoc anyways beacuse it's the only way you can interact with the world (except, of course, dancing).


If you cause enough havoc, the one and only TECHNO DANCE QUEEN will come and see whats up.


Made by
- Art, VFX, code: @detectivelosos
- Code: @annie-owl
- Soundtrack: @morel-8
Ratings
| Overall | 164th | 3.867⭐ | 47🧑⚖️ |
| Fun | 203th | 3.717⭐ | 48🧑⚖️ |
| Innovation | 427th | 3.333⭐ | 47🧑⚖️ |
| Theme | 769th | 3.178⭐ | 47🧑⚖️ |
| Graphics | 35th | 4.598⭐ | 48🧑⚖️ |
| Audio | 11th | 4.352⭐ | 46🧑⚖️ |
| Humor | 252th | 3.537⭐ | 43🧑⚖️ |
| Mood | 72th | 4.022⭐ | 47🧑⚖️ |
| Given | 51🗳️ | 52🗨️ |
I only wish restarting would bring you back to the character selection screen so I can play as a different character next time :D
But i'm the new Techno King so 10/10
Yes, Queen can be defeated, didn't have any problems with difficulty.
Very nice and fancy art. Gameplay a little bit easy for me, I can't find anything that can kill me (or make me loose), but I think you'll tweak that.
Simple and cool game, maybe a little bit of game design will be nice. And more ideas! And it will be a great start as a standalone game.
That's my opinion !
If you wanna go and check our game (darker ! I hope you like it x)) it's over there : https://ldjam.com/events/ludum-dare/40/the-darkest-light
See you and good luck and inspiration for the following jams ;-)
- Having art of the area around the floor (stage/bar/bathrooms) really helps set the mood
- The floor glowing in time with the music. I want to know how you did that.
- The crowd dancing around and/or fighting each other. It feels hectic, which is what I imagine you were going for.
- the unfocused glow on the edges of the screen and the bloom effect on glowing things is very nice!
- the boss introduction. Having the crowd suddenly back off and disperse really communicates that there is about to be a bigger challenge
- No deaths! I think that was the right decision given how wild and unpredictable the dance floor gets. I think I would have gotten very frustrated if I had had to start over a bunch of times. It was enough to get bounced off the dance floor and have to wait on the sideline for the crowd to stop hitting me :P
What would make it better:
- more animation! bartender could wipe down the bar, dj could bob its head, lantern things could fade on and off, bathroom doors could swing, stools / tables could be knocked over, more varied dancing / combat animations, etc.
- a block or dodge action:
- I got stunlocked by the boss in the top left corner of the area for what felt like forever when she was low on health. being able to avoid that with player skill would be nice
- same goes for the crowd in general. Maybe moshpit simulator is what you were going for, but having to wait while I get knocked down repeatedly is not fun =(
- More boss actions. It was super cool when I figured out I could trick the boss into crashing into the glowing lamps! More of those sorts of little puzzle things would be nice.
On the whole, well done! I got a lot of hyper light drifter vibes from this game, would love to see it refined/expanded.
It not being possible to lose meant that the game had no challenge...it would have been nice to have stakes!
Amazing graphics, good audio, solid workmanship. Yet there is a massive problem! Where is the challenge? Played through the whole thing in a few minutes, no tension, no excitement; affects the mood hard. What a letdown!
Challenge is the root of fun, something to consider for the next time.
Overall: *Average (3.0)*
Fun: *Terrible (1.0)*
Innovation: *Average (3.0)*
Theme: *Bad (2.0)*
Graphics: *Amazing (5.0)*
Audio: *Good (4.0)*
Humor: *Above average (3.5)*
Mood: *Average (3.0)*
But yeah, we know that the game misses the challenge aspect. We kinda ran out of time and were not able to polish the mechanics. Anyway, thanks for your response!
Imagine Pacman where the ghosts could not hurt Pacman at all. Would you play that? Would it be fun?
Here's the deal. If you want to make interactive media without challenge then you need something else in its place, for instance: an interactive story, a simulated world, an immersive virtual experience (of some sort...) There are a lot of options to choose from.
Looking at the description and gifs I see a top-down action game. Had I known you ran out of time and the entry had no challenge then I would have set my expectations accordingly. So ah, consider adding that to the description.
I'd killed the Dance Queen when she was about 60% of her healthbar...
This game sounds like Hotline Miami ;).
"until you bit the game"
*Quit* the game? That was not in doubt, I can assure you.
It is always good to set the expectations of your audience, whether dealing with a jam entry or a full blown commercial release. Whenever expectations are set they can be broken and thus disappointment can occur. I've learned that the hard way over the years.
I'll reiterate my point. By reading the description and looking at the gifs a certain expectation is set: top-down-havoc-causing-action. I was reminded of many similar titles all of which have challenge, a way to lose as well as a way to win. Action without consequences is ultimately boring, so I sure didn't expect that.
Now, of course, we are talking about a short, free, jam entry. In this context "letdown" does not have the same gravitas as when talking about an expensive AAA title which received lootboxes up the wazoo in a post-release patch. I've lost nothing here, but a few minutes of time (and I enjoy having discussions like these, so I've already made up for those!)
In conclusion, it is not a big deal in the grand scheme of things. Yet it is worth thinking about. What is the point of my project and how do I communicate that to my audience without causing false expectations?
On the final battle, I felt it didn't really matter what I did. I kept being tackled and in doing that the Queen ended up getting hurt most of the times. I couldn't really manage to attack her, so I won not really winning. Also, instead of spamming the same move maybe some key combos with different effectiveness (based on dancer and enemy) could be added to add some variety to the game.
Overall it was fun to play, really short but also polished, which will aloow in expanding if you want to. Congratulations!
Really cool visuals and the audio matching with the dancefloor is a very good idea and sets the mood just right!
In my opinion it was kinda lacking some sort of challenge, as I was hitting every body to the ground and they started attacking me I thought it would be over, but my girl just stood up everytime she fell.
I Really like the idea in one of the other comments to implement some sort of dodge skill, that would be pretty cool and fit the overall "fast paced" theme.
The fight vs the techno dancing queen was very fluent in regards of the animations and abilities but again I felt to strong as she was kicking my ass really hard but didn't punish me in any may.
But maybe thats just because im the real techno dance queen!
Thanks for this beautiful game :-)
My favorite part, personally, may just have to be the music, hehe (I might have to check out this 'chiptone' you speak of).
I appreciate that the boss' bullet pattern is actually avoidable, so I can see why you wouldn't implement health points, because it's actually quite a challenge!