Cosmic Cadence by Bodaciouslycrazy

Cosmic Cadence is a Rhythm-Bullet-Hell game made in 72 hours for the LD41 Game Jam.
Your space ship has been fitted with a beat cannon which can only fire to the tempo of the music. Utilize this odd weapon to blast your way through a fleet of enemy ships!
Controls:
Move using WASD. Shoot using the Left, Down, and Right arrow keys. Each arrow shoots a different color laser, shown in the bottom left. In order to deal damage to an enemy, you must match your laser to their color.
Notes:
I know for a fact that this game works on Windows 10, but I have not tried it on any Mac or Linux system... merp.
There might also be some glitches that mess with the song's synchronization when alt-tabbing the window, be warned.
This is the very first Ludum Dare I have been in. I learned a lot, and had a ton of fun. I realize that I might not be as great as some of the other submissions, but I am here to learn. I love feedback! Comments are welcome and encouraged!
Here are some more juicy screen shots:



Ratings
| Overall | 270th | 3.77⭐ | 39🧑⚖️ |
| Fun | 130th | 3.919⭐ | 39🧑⚖️ |
| Innovation | 390th | 3.581⭐ | 39🧑⚖️ |
| Theme | 334th | 3.905⭐ | 39🧑⚖️ |
| Graphics | 445th | 3.689⭐ | 39🧑⚖️ |
| Humor | 857th | 2.406⭐ | 34🧑⚖️ |
| Mood | 312th | 3.611⭐ | 38🧑⚖️ |
| Given | 35🗳️ | 35🗨️ |
As for the rhythm, there was not much I could do. I didn't make the music myself, I don't know music theory. I was limited in my choice of songs, and this was one of the best choices I had. For me, its really easy to find the beat in the music, but that is only because I am a percussionist: I am used to finding the beat in a lot of songs. In the future, I will make sure the song has a heavy kick drum on the downbeat to make it obvious.
Actually it was a bit difficult to avoid projectiles and actually stay in the rythm, but it runs so smoothly. Well done :)
But the rhythm feels off. The music is way too quiet, you can't hear it over the SFX sometimes. I also believe the rhythm is off time. The UI doesn't move properly in time with the music (off by a whole 1/8th it seems), and when I tap perfectly in time it doesn't work consistently.
I play a lot of rhythm games and am a musician myself, and the rhythm just feels off. You may need to increase the time period in which the player can hit the note. There should be at least like a few hundred milliseconds.
Thank you for playing!
Good job!

Congratulations on making such a good gem on your first jam. This kind of rhythm game gave me the good flashbacks of Patapon and Crypt of the Necrodancer, so it's quite well worth a playthrough or two. At first it's a bit hard to mix between remembering which button is which color and dodging the bullet hell, but it gets so satisfying as time goes on.
I encountered a small problem though. In the screenshot I sent, on my second playthrough, I faced that boss again. After 2 full minutes of fight, the health was still not dropping. I mean, it was tanky the first time I fought him, but the second it was outright invincible. Or at least it gave that impression, since it wasn't so hard the first time around. Do check on that.
All in all, great work. [My team](twitter.com/whalesandgames) would really like to see what you can come up with in the future, since this submission was a blast. Cheers! :whale:
As for the boss, I feel that his mechanic was unclear to players. In order to damage him once you need to hit 3 shots consecutively. Since he changes color every time you shoot him, you have have really good reactions to shoot the right color on the next beat. If you shoot the wrong color, or you miss the beat, your combo is broken and you will not deal damage to him. Looking back on this, I felt like there wasn't enough feedback to let the player know whether they are fighting him correctly. I have actually modified him in my current version to fix this. Now, hitting him will deal one damage as normal, but if you miss a consecutive shot, his health will immediately reset back to full health. This means that each shot, you can actually see his health going down, and when you miss a shot, you can see it go back up. This also means that you only need one "combo" to kill him, apart from three in the original version. I'm not sure if I should upload these changes, would that be against the rules of LD?
Again, thank you so so much. Btw, that twitter link in your message doesn't work. :(
I would love to keep in touch with you guys! <3
Well, glad that you're addressing that. Now I can't tell if I was not fighting it right, or I was just having terrible reflexes. I maaaay have just spammed buttons to the tempo the first time I fought it, and happened to get them right. Oh well. Hopefully that'll make for a better experience for others.
The only negative I noticed is that the tinier yellow bullets are hard to distinguish from the stars from the background, but the animation helped with that. I couldn't agree more with @ Moski -- "it gets so satisfying as time goes on." Very well done.
Aside from this, if you do get the beat, it's fun. The color mechanic certainly made the game more enjoyable.
You executed on this idea very well, the level leading up to the boss felt great, but the colors in the health bar for both the player and the boss were somewhat confusing since color has a specific meaning in the game. And I probably would not have been able to figure out how to damage the boss if you hadn't told me in chat. It was a cool idea for a boss mechanic, though. It was difficult to do, but felt good when I got it right, so it really just needs to be communicated to the player somehow.