Polka Never Dies by A-Flat Miner Studios
Nobody thought the zombie apocalypse would hit. Nobody thought it would be during Oktoberfest. Nobody thought to check the sauerkraut. Your band was happy playing your ooms and your pahs for sausage and beer. Unfortunately, something happened to create a zombie apocalypse (you were too busy to see what it was). Now you are running for your life, but the show must go on (and you don't want to lose those expensive instruments). Keep away from the undead and stay alive as long as you can.

Press the arrow keys on the beat (follow the bouncing ball!) to make your band members move. Each arrow key corresponds to one band member. You will input commands in one measure and they will be executed in the next. If something gets in the way and you need to jump, press up three times during the same measure. Don't get any crazy ideas, though. If you try to push any other key three times, you won't do anything but annoy the band (nobody wants to be the only one playing).
Don't get caught.


| Youtube | https://aflatminerstudios.itch.io/polka-never-dies |
| Original URL | https://ldjam.com/events/ludum-dare/46/polka-never-dies |
Ratings
| Overall | 891th | 3.625⭐ | 30🧑⚖️ |
| Fun | 1361th | 3.25⭐ | 30🧑⚖️ |
| Innovation | 618th | 3.593⭐ | 29🧑⚖️ |
| Theme | 307th | 4.12⭐ | 27🧑⚖️ |
| Graphics | 396th | 4.204⭐ | 29🧑⚖️ |
| Audio | 229th | 3.942⭐ | 28🧑⚖️ |
| Humor | 141th | 4⭐ | 27🧑⚖️ |
| Mood | 561th | 3.75⭐ | 28🧑⚖️ |
| Given | 39🗳️ | 26🗨️ |
I didn't get far - it would be nice to have a bit of an assistance at the beginning. But maybe the difficulty was higher because I played on a virtual machine with streaming, and this added some lag. Otherwise, I don't think there's anything I'd change about the game.
I might just be I suck at these kind of games haha.
Great job, and top marks for theme, graphics and innovation!
On a side note, people will click on the window to focus it, so don't make it jump into the game upon click.
Is each bar an "oom pa pa", and then in the following "oom pa pa" the actions happen?
Should I be pressing an arrow key on every beat of the song in order to get the most movement?
If I need to jump, do I hit "up" on each beat of "oom" "pa" and "pa"?
I'm so confused right now, but I want to play and rate this game properly because it seems like it would be fun!
Also, that bouncing ball makes no sense to me. When do the hearts light up? It seems random so far.
The ball should be bouncing so that it hits on each of the three input beats and then slides back on each of the three output beats. The hearts should be lighting up when you have input an arrow on the beat properly and then turning off during the output measure once input is being processed.
Hopefully that helps.
Less than half of my best score. @. @ Unfortunately, pressing any button removes it from the scoring screen (even if I'm just printing). Hahahahahah.

1 - Mecânicas, Aprendizado e Fluxo:
A mecânica ficou muito interessante, ter de apertar os botões certos no momento certo (combinando com a música e com a bolinha vermelha).
Infelizmente o aprendizado fica prejudicado, porque falta um pouco de tutorial prático, pois quando entra som e ter de tirar a atenção da ação na tela com tudo ao mesmo tempo, fica difícil de ter certeza se está fazendo a coisa certa na hora certa. Falta um pouco de feedback ou desse tutorial para aprender melhor.
O fluxo de jogo parece estar razoável, achei bem difícil avançar (na primeira vez passei de dois mil pontos, nunca mais consegui novamente). Sinto que apertei botões "aleatoriamente" e tive melhores resultados do que quando estava realmente aprendendo.
Então, apesar de ser uma mecânica muito boa, creio que peque um pouco em aprendizado (principalmente).
Gostaria de ver uma versão melhorada (caso seja do interesse da equipe produtora dar continuidade ao projeto).
De qualquer forma, parabéns porque realmente ficou interessante.
Talvez o pulo fique melhor em outro botão (espaço talvez), porque há quatro instrumentos e me pareceu algo a se experimentar ter o pulo separado.
2 - Gráficos, Áudio e Narrativa:
Os gráficos ficaram incríveis, gostei bastante. Creio que apenas apontaria melhorias na HUD.
Centralizar a parte da bolinha (talvez). Se o objetivo for apertar quando ela estiver em determinado lugar, talvez um ponto, linha ou símbolo venham a ajudar (especialmente para novatos, talvez apenas nos primeiros níveis do jogo, caso seja a ideia criar mais estágios).
Parece-me que os corações já indicam as direções que precisam ser apertadas para dar andamento aos respectivos personagens (talvez seja uma redundância pretendida para facilitar a sessão de jogo dos testadores, mas creio que poderiam (após o tempo do evento) alterar os corações levemente para já conterem as setas em questão).
O áudio também ficou muito bom (apesar de repetitivo depois de tentar dezenas de vezes). Hahahahah. Se (fora do tempo de evento) for possível criar mais música do mesmo estilo, talvez seja uma boa ir variando (caso a ideia seja ser sempre o mesmo estágio).
A narrativa não é muito explicada no jogo, mas fica a cargo do ícone de coração (que achei muito bem empregado).
Suponho que o retorno de membros mortos-vivos poderia ser uma boa (quem sabe também com a cura deles mediante alguma sequência musical especial). Só viajando um pouco nas ideias.
3 - Cultura:
O jogo faz uso artístico muito bom, o que já entrelaça bem com os aspectos culturais.
Além de ser uma peça de jogo experimental, tanto pela música, quanto pelo estilo curvo da plataforma.
Além de unir o tema de apocalipse (ou fim do mundo).
Creio que o jogo sendo polido e estendido possa reforçar ainda mais esse encontro de temas/tópicos.
4 - Monetização:
O jogo sendo bem polido poderia vender em stores como itch.io (creio).
Caso (além de polido) seja estendido, com maior narrativa e estágios diversos, creio que poderia vender para Steam.
A venda nos celulares parece outra forma possível (em ambos os casos). Creio que com propagandas entre tentativas e uma versão barata (mas paga) sem as propagandas.
1 - Mechanics, Learning and Flow:
The mechanics were very interesting, having to press the right buttons at the right time (matching the music and the red ball).
Unfortunately, learning is impaired, because a little practical tutorial is missing, because when sound comes in and you have to take your attention away from the action on the screen with everything at the same time, it is difficult to be sure if you are doing the right thing at the right time. Lack a little feedback or this tutorial to learn better.
The game flow seems to be reasonable, I found it very difficult to progress (the first time I went over two thousand points, I never got it again). I feel like I pressed buttons "randomly" and got better results than when I was really learning.
So, in spite of being a very good mechanic, I think it lacks a little learning (mainly).
I would like to see an improved version (if it is in the interest of the production team to continue the project).
Anyway, congratulations because it was really interesting.
Maybe the jump is better on another button (space maybe), because there are four instruments and it seemed like something to try to have the jump separate.
2 - Graphics, Audio and Narrative:
The graphics were amazing, I really liked it. I think I would only point out improvements in the HUD.
Center the part of the ball (maybe). If the objective is to press when it is in a certain place, perhaps a point, line or symbol will help (especially for beginners, perhaps only in the first levels of the game, if the idea is to create more stages).
It seems to me that the hearts already indicate the directions that need to be pressed in order to proceed with the respective characters (perhaps it is a redundancy intended to facilitate the game session of the testers, but I believe that they could (after the time of the event) change the hearts slightly to already contain the arrows in question).
The audio was also very good (although repetitive after trying dozens of times). Hahahahah. If (outside the event time) it is possible to create more music of the same style, it may be a good idea to vary it (if the idea is to always be the same stage).
The narrative is not very explained in the game, but it is in charge of the heart icon (which I found very well used).
I suppose the return of undead members could be a good one (who knows, perhaps with their healing through some special musical sequence). Just traveling a little on ideas.
3 - Culture:
The game makes very good artistic use, which already intertwines well with cultural aspects.
In addition to being an experimental game piece, both for the music and for the curved style of the platform.
In addition to uniting the theme of apocalypse (or end of the world).
I believe that the game being polished and extended can further reinforce this meeting of themes / topics.
4 - Monetization:
The game being well polished could sell in stores like itch.io (I believe).
If (in addition to polished) it is extended, with greater narrative and different stages, I believe it could sell to Steam.
Selling on cell phones seems another possible way (in both cases). I believe that with advertisements between attempts and a cheap (but paid) version without the advertisements.
I had a little trouble personally figuring out how/when I was supposed to move, maybe I just suck at Rhythm games... Some additional visual assistance for the Muscly Disinclined (Like myself) would be nice.
A fantastic submission as usual!