DataSkream by Sollara Games

Welcome to DataSkream, a rhythm plat former that will test your reflexes and awareness, designed to draw you in to test just how far you can get and how many points you can achieve! As the song becomes more intense you will have less and less options to survive, how far can you get?

https://www.youtube.com/watch?v=G46xVZS7UXI
Theme
The theme, 'Running out of space' is represented within our game with the use of our platform system. The more 'Hype' the song becomes the less platforms you will be able to jump to, this gets progressively harder throughout the song leading to less and less space!

Development
The development for this game was completed in the Unity Engine, using Maya, ZBrush and Blender to create all of the models, Photoshop and the Unity Particle System to create all particles and Visual Studio Code for all of the programming and the amazing song was created using Ableton (Thanks Lewis <3). GitKraken for source control. Also, thank you Sebastian Lague for all your awesome tutorials and helping us make the quick highscore system. We streamed most of the development which can be found here.
Tools Used
- Unity with Odin, DOTween and Amplify Shader Editor.
- Blender
- Maya
- ZBrush
- Photoshop
- GitKraken
- Visual Studio Code
- Ableton Live
Controls

The online leaderboard currently only works on the windows version!
Also, a controller is recommended!
| HTML5 (web) | https://sollara-games.itch.io/dataskream |
| Windows | https://sollara-games.itch.io/dataskream |
| Source code | https://github.com/Flubz/LD42 |
| Original URL | https://ldjam.com/events/ludum-dare/42/dataskream |
Ratings
| Overall | 231th | 3.735⭐ | 51🧑⚖️ |
| Fun | 284th | 3.561⭐ | 51🧑⚖️ |
| Innovation | 706th | 3.071⭐ | 51🧑⚖️ |
| Theme | 601th | 3.49⭐ | 51🧑⚖️ |
| Graphics | 198th | 4.071⭐ | 51🧑⚖️ |
| Audio | 29th | 4.135⭐ | 50🧑⚖️ |
| Humor | 840th | 2.015⭐ | 36🧑⚖️ |
| Mood | 210th | 3.609⭐ | 48🧑⚖️ |
| Given | 47🗳️ | 40🗨️ |
Now your game !
I thought the game had a nice ambiance, great graphics and could have a great gameplay.
But i think the jump of the ball is really too slow and i'm falling everytime..
I think you should tweek this jump to make it more easy and quick to jump :)
The spawn plateform is well thought to avoid falling just after re-appearing, but it is not very visible and at first i thought it was a bug.
I which i could survive longer to hear your full soundtrack !
Controls are pretty hard still, it is hard to "catch a flow", but game is really good!
It's also pretty responsive with the buttons even on the keyboard so I'm happy with that. The visuals are nice which is one of my concerns as this uses neon colours and I'm glad that they don't hurt my eyes and audio is bumpin' as well.
My only issue is the controls on the keyboard. While I am aware that it is best played on the controller, I don't have one and the WASD plus Spacebar is a little bit awkward for me. I'd maybe consider extra movement options such as using the Arrows Keys and have Space. I know Unity provides secondary inputs and controls but I do think this is something you should advertise as well. I'd also prefer if the jumping was a bit tighter as this is a platformer but you could argue that it's part of the challenge so I could just be nitpicking here haha.
Overall, really good entry, I really enjoyed it!
And this purple section is definitely to hard for me to handle :grimacing:
My only remark would be that it doesn't really stick to the theme in my opinion, but it's just a detail. Great job ! :thumbsup:

It's a very fun endless runner style game, definitely a bit addictive! The song for it is great, it doesn't wear on you and has a nice gradual build, making you want to keep playing to hear more and more, kind of like "The impossible game".
That's nice of you to call out Sebastian Lague in your description, I've been a fan/subscriber for awhile, and learned a lot from him as well.
I tried both keyboard and xbox controller, and both worked well. Controller was a bit more fun, but that's what I play most games with anyway. I did notice I couldn't start or restart the game with the xbox controller, I had to use the mouse to click the start & restart button - no biggy though for a jam game, a simple fix if you're able to replicate it I'm sure.
Overall, A+ - very well done!
I think it could have felt much better with sound effects... just by having a jumping and landing sound it would have felt way more responsive.... and as a bit of an oopsie doopsie, the user could compose a beat as they hop/land, adding a compose a beat mini game element.
The floor colliders glowing yellow upon occupying them was a nice visual response, helped me to know I was grounded, and gave me a better sense of where i was... I think this feedback could have been played up a bit, by some big exaggerated visual feedback, further separating the grounded and airborn states , so there was never any question if i was grounded or airborn... and another possible oopsie doopsie, the visual feedback would match the hopping sound effects beat... eeeeek
the balls exact location was a little hard to judge as well as his trajectory on jumps, might help if the shadow was darker/uplayed....
The fact that the game gets harder and harder as the music builds up is definitively a nice touch and it reminds me a lot of the shooter game symphony.
Plus everything is really responsive to the player's action (the platforms turning yellow for instance), so it makes the game feel really dynamic.
I just had trouble with the respawn platform, often falling to my doom everytime I tried to get off it, or blocking myself near/under it and... also falling X)
Otherwise, I enjoyed it ! Good work ^^
By the way please feel free to leave us some feedbacks on our game!
I'd be happy if you also play and rate our game :)
Hahahhahahahah.
Evaluation on the next comment.

0 - Main Mechanics:
The mechanics of runner with decreasing platforms was good. Somewhat difficult when the platforms are going down, I could not analyze if by code is totally random, or if in some way the emergence of platforms has to do with the current position of the ball.
1 - Secondary Mechanics:
There is not much to say here, maybe I fit into this topic the choice to have an initial platform to prevent the ball from falling early in the beginning. It is hard to see at first, but after a few matches it is possible to see, understand and take advantage of it. If the project continues, possibly the addition of powerups will increase what I have to say about secondary mechanics.
2 - Learning Curve:
With two or three matches it is possible to learn to play. Obviously it's not yet the most you need to know to play well, but learning happens in time to maintain your attention (the number of buttons used also helps, just the typical move buttons and the typical jump button). I think you can add in the initial screen to enter the game with "return", "enter", "space" etc, allowing you to play without taking your hands off the keyboard.
3 - Flow:
In a few games you learn to play, the challenge is increasing according to the progress of each player. In a complete game (in the case of continuity of the project, out of the time of Ludum Dare) I believe that more stages can be elaborated, so that the challenge is presented gradually (allowing a learning curve vs. softer challenge).
4 - Love Points:
The luminosity of the platforms became very interesting. The typographic font chosen also seemed to match the game (from my point of view). Having a table of scores is very interesting as well. The challenging mechanics itself is something positive, which can be worked out for a larger gaming experience (in the continuity of the project).
5 - Presentation of the Narrative:
I did not notice narrative to be presented, perhaps fit more as "sport" than as "game based on narrative". So there is not much to evaluate here. In case of continuity of the project, it may be interesting to add narrative ludic elements, to cover the routing between phases etc.
6 - Art Polishment:
Apart from the outside art of the game (menus etc) I found it comfortable / enjoyable. On the platforms, the ball and the initial containment platform, they could be worked out in time outside the Ludum Dare (putting styles on the platforms, effects on the containment platform and different skins for the ball, especially if the ball changes with powerups , skins and phases).
The song matched my mind, but there's always room for review and refinement (but I'm not an expert to point that out).
7 - Monetization Attractiveness:
I think the game can sell to smartphones, apparently to be casual. Monetizing by direct selling (less interesting in my view, but I may be wrong) or through advertisements, and even through the sale of "lives" in case of an interconnection with social networks and such.
8 - Community Generation:
The game generates community with the scores table, could evolve to connect through social networks, allowing the relationship between players in some way. If you create a page on Facebook, call me to follow, hahahahah.
9 - Cultural Dialogue:
The game can speak more with culture (in the sense of adding to culture, or being influenced by culture, increasing the niche of players) with the addition of narrative and also through the generation of community of players.