Beat to the sky by Thylomer

[raw]
made by Thylomer for LD 41 (JAM)

* Place your blocks to the beat to reach the sky. *

This is my first ludum dare, any feedback is highly appreciated.

Controls:

  • W, S to change view
  • A, D to rotate falling block (each press is 45 degree)
  • R to change to next beat
  • P to open/close the menu and pause/unpause the game

Info:

  • Twitter your highscore to Thylomer
  • If you enjoyed the game please share 2 Minutes of your time to fill this survey :)
  • Follow me on twitter to get notified when the game launches in google play Good look & have fun

Ratings

Overall 763th 3.295⭐ 24🧑‍⚖️
Fun 709th 3.182⭐ 24🧑‍⚖️
Innovation 538th 3.409⭐ 24🧑‍⚖️
Theme 698th 3.455⭐ 24🧑‍⚖️
Graphics 946th 2.773⭐ 24🧑‍⚖️
Humor 847th 2.444⭐ 20🧑‍⚖️
Mood 692th 3.15⭐ 22🧑‍⚖️
Given 9🗳️ 5🗨️

Feedback

HKoisumi
24. Apr 2018 · 00:39 UTC
Freaking amazing! Excelent work, wanna check ours too??

https://ldjam.com/events/ludum-dare/41/hype-time
ViridianGames
24. Apr 2018 · 01:38 UTC
Not bad, but it would have been nice to rotate the pieces as they drop. And if you can do that, then it would have been nice to have some instructions telling you how to do that. More music would also have made it better.
Yohoho Games 2
24. Apr 2018 · 18:00 UTC
good, but in 3d it's hard for me to understand quickly) do not you think about classic 2d tetris with rythm ?) but idea good, music also good. thanks for work!
schonstal
24. Apr 2018 · 18:03 UTC
Nice concept! Adding a twist to the classic physical block-stacking that's only possible in a digital game!
dikkop
24. Apr 2018 · 18:05 UTC
Cool combination of tetris and rhythm game! The beats are a bit slow, would be cool if the beat goes faster and faster and you have to keep up.
Kichex
24. Apr 2018 · 18:12 UTC
Nice idea but honestly the execution wasn't the best, the physics imprecision of where to drop the bloc made me lose a lot of possible lines where a cube should've fallen into the tight space i made for the line.

I would have made it grid based.

Nevertheless nice concept!
Saering
24. Apr 2018 · 18:14 UTC
So hard to play in 3D with this view but it was cool! Reached 15m then everything fell down haha
Cool work :)
pladams9
24. Apr 2018 · 18:18 UTC
I like the idea, and I think you've got a good start. Some things I think might improve it:
- Better camera control. With W/S panning, it would have felt more natural to have A/D rotate smoothly, instead of jumping around. It was a little confusing too, since I think that A/D was supposed to rotate the block, but it changed the viewpoint of the whole playing field? I wasn't sure how to use that to my advantage, so I ended up not touching those keys.
- I'd like to have had more influence from the rhythm part of the game. Maybe instead of them just dropping on the beat, the player could have control over dropping the pieces but has to drop them or face some penalty. Maybe an offbeat block bounces more and therefore has a better chance of disrupting the pile.
- Also - it's difficult to pile up the blocks accurately. That's probably partly my skill level, but I do think it would be nice if the blocks didn't bound so much and just landed straight down (again, maybe this could be part of a rhythm mechanic as in my previous point). The other difficulty with piling is that it was hard for me to tell how a block would fall based on the preview image. Maybe replace (or supplement) the pointer line with a ghost of the piece in the air?

Overall I think this is a fun game and a great effort. Thanks for sharing!
🎤 Thylomer
24. Apr 2018 · 18:33 UTC
thanks for your feedback guys.
@pladams9 I really liked the ideas you gave me and will implement them in the next version. Didnt think about the ghost-preview .. its brilliant :)
Kevar
24. Apr 2018 · 21:05 UTC
Cool idea! And I find the result quite clean.
I think the controls could be made better using mostly the mouse: moving quickly with a button pressed to move the point of view and using the wheel to change the beat could give a more fluent experience.
No Beans Please
25. Apr 2018 · 19:19 UTC
Interesting idea, altho i'm not sure if using physics was the best approach. Maybe some combos or additional mechanics might be nice.
Also, i find the camera rotation not that useful.
Anyway, GG :)

Cheers,
Morco (No Beans Please)