Jump Beat by notime4games

[raw]
made by notime4games for LD 41 (COMPO)

2d platformer + rythm game.

Arrows + asdf keys. qsdf and aoeu should also work if you're not on qwerty or qwertz keyboard.

R to restart level.

Unity 2017.2.0p1 Personal (64bit) - scene1.unity - LD41 - WebGL DX11 on DX9 GPU - Copy.png

Ratings

Overall 258th 3.525⭐ 22🧑‍⚖️
Fun 257th 3.425⭐ 22🧑‍⚖️
Innovation 89th 3.875⭐ 22🧑‍⚖️
Theme 78th 4.15⭐ 22🧑‍⚖️
Graphics 143th 3.775⭐ 22🧑‍⚖️
Audio 16th 4.1⭐ 22🧑‍⚖️
Humor 194th 3.139⭐ 20🧑‍⚖️
Mood 392th 2.947⭐ 21🧑‍⚖️
Given 24🗳️ 4🗨️

Feedback

patvanmackelberg
23. Apr 2018 · 03:09 UTC
Awesome use of the theme, very cool rhythm idea.
John Darrington
23. Apr 2018 · 03:10 UTC
This was the first game I've rated for the compo - and it's a great start. It took me a minute to grasp that I can only do the actions when I hit the beat - once that realization hit I was sold. It's a great proof of concept and it's a game I'd love to watch continue to develop.

The only real critique I think to offer might be more about me than you, I just felt like grasping the concept took longer than it should.
Fanttum
23. Apr 2018 · 03:11 UTC
Kinda hard to figure out and first and then when you get the hang of things its over :)
Having to walk and time your inputs might be a little too hard and lots of waiting around to jump but like the look!
FussenKuh
23. Apr 2018 · 03:21 UTC
Aaaaaaand... now I've confirmed that not only do I have trouble walking and chewing bubble gum, but, I also suck at doing independent keyboard hits with each of my hands. Playing your game made my brain hurt, but, in a good way :) The idea is rather clever and, my lack of skill aside, I think you did a heck of a job creating it. Great job!
Nick Rafalski
23. Apr 2018 · 16:47 UTC
Technically, this is really cool. The rhythm game part feels pretty fun by itself, and the platforming is good too.

Unfortunately, I think the two combined is still a little clunky. Am I supposed to strive for 100% rhythm accuracy at the expense of missing jumps? If I only focus on the platforming, then I just wait around a lot for the right action note to float down.

Overall, this is still impressive for a jam game though. The art and music are very cohesive and there is a lot of polish. Good work!
🎤 notime4games
23. Apr 2018 · 17:10 UTC
@nick-rafalski Thank you for the kind words! The levels are designed around the beat, so if you know the beat well you can achieve 100% accuracy AND reach the finish seamlessly. Try it again ;) It's a shame I couldn't squeeze another level or two in there to make that more clear, it turned out way too short.
zanhava
23. Apr 2018 · 21:58 UTC
yea man, i was sad when it ended so soon. i was groovin!
Maakep
25. Apr 2018 · 11:42 UTC
Hi friend of a friend,

Great concept, made me very hyped up - absolutely love the concept and the challenges it brings.

Unfortunately the game was over before I felt it started, just when I got a hang of the controllers and the beats. On my second playthrough I got a perfect run on both levels. :tada: Very satisfactory. Would LOVE to play another map with difficulty increased 20 times!

Some feedback would be that the beat wasn't always intuitive, I kept expecting it to start on the first note of the beat, which was unsatisfactory as the music was great and I _wanted_ to click buttons with the beat! Again, great work!

Very jealous of your creation and would love to hear, conceptually, how you solved the music-click syncing. I love this theme too much to not do something similar myself soon.

Feels free to take a look at my creation at [Story Collabs](https://ldjam.com/events/ludum-dare/41/story-collabs) and my team's at [Mobile in the Automobile](https://ldjam.com/events/ludum-dare/41/mobile-in-the-automobile). Oh and then there's my friend's Compo [Not the pixels](https://ldjam.com/events/ludum-dare/41/not-the-pixels) as well. Cheers! :smile:
p-r
28. Apr 2018 · 15:37 UTC
cool idea and great graphics
Bernhard
11. May 2018 · 08:46 UTC
Short and sweet ♪
RAC-Games
13. May 2018 · 14:00 UTC
Cool idea and sweet beats. Maybe a way to jump without having to time it with the beat might be a consideration as it can get a little frustrating having to wait for the next opportunity 😅, as you can walk independently from the beat. Otherwise, nice entry !
quadtree
13. May 2018 · 22:56 UTC
Good idea for a combination, although I ended up mostly ignoring notes that I wasn't planning to use. Increasing the penalty for missing notes might have made the game too hard, though, so I can't really complain about that. Nice job!
pogo
14. May 2018 · 18:19 UTC
Music was great, graphics look good. The platforming was a little clumsy and I kept bashing my head on the second level. Overall I enjoyed it a bunch, well done!
maysick
14. May 2018 · 22:45 UTC
This entry is super clean and fun to play! I love the concept and the music and art is great.
chainedlupine
14. May 2018 · 23:40 UTC
Works pretty good! The rhythm was easy to follow and I figured it out pretty quickly. Art is very nice and so is the music, good entry!

If I only had to say one thing negative, it's that the game is just too short.
🎤 notime4games
15. May 2018 · 20:49 UTC
Hello @Maakep . I will try to summarize the syncing in as little detail as possible. I know the the speed of the beat, so I can make a beat timer. If there is a new beat and the timer indicates now is a beat, I spawn a falling beat graphic. I keep two identical indexes during a song, but offset from each other, one early one that keeps track of when to spawn new falling graphics, and one later that plays the music. The music lags behind, but the graphics that fall down are set to lerp to their final position with an offset of 8 or 16 beats(the same offset as the music index has) in the future, and therefor time correctly with the music when hitting their targets.
To keep music in sync I also split the tunes into several parts.