Rhythm Castle - Platformer/Rhythm Game by GrizzliusMaximus
Lil Grizzly Embarks on a Rhythm Adventure and motivates the moles of the Blue Fortress. As Lil keeps the beat alive, he gains new powers that will leave him soaring through the skies!!!

* I encourage constructive criticism to help me improve the game. I will definitely continue developing this game in the future so please follow me on Itch if you want to get updated. I also plan on sharing my implementations :) *
-Earphones Recommended-
UPDATE
- fixed not able to play rhythm game at a distance
- fixed beat lights not being obvious
Basic Controls:
- WASD to move (W key is never used though)
- K to Jump
[Controller support implemented but not tested. K (jump) is bottom button, L (glide) is right button]
Available Power-ups:
- Run (Double tap A or D)
- Double Jump (Double tap K)
- Wall Jump (Press K on the Wall)
- Glide (Press L while on air);
Features
- Beautiful Light Shaders
- 60 fps even on low-end laptops
- Pumped up Music (continue playing the game and it gets better and better)
- Large playable map that offers 30+ minutes of play time!
- Only 5 MB
Tips
Rhythm Sections
- You will know its a Rhythm section when you see one :)
- During the Rhythm Section, Camera shakes means you got the timing wrong, hi hat sound means you got it correct
- You will need to get the pattern correct two consecutive times for the moles to be pleased.
- You have to be near the middle mole in the Rhythm sections. You will know you are not close enough if you dont see shakes or hear hi hats when you jump/crouch.
- The Rhythm sections after the first one at the start of the game have a different beat patterns. To identify this, check when the the neon lights blink.
Platform Sections
- No need to jump with the beat. Just move as you please like a normal platformer.
- The starting controls may be limited but once you get double jump, things get really fun :)
- Moving platforms give a tremendous boost in jump if timed properly.
- Moving platforms are in sync with the music
- For wall-jumps, if you put pressure on the wall, it will propel you further away.
- Jumping next to the wall without pressing on it will propel you less, essential for climbing tall walls.
- It is suggested to jump, glide, double jump when nearing the destination, then glide again for best results.
This game has been greatly inspired from * Celeste * developed by * Matt Thorson * and * Noel Berry *
Made Using * GameMaker:Studio * and * Waveform free *
Art, Music, Level Design and code made by * Chico Perez (GrizzliusMaximus) * Majority of the art and music have been made prior to the Game Jam. Graphics and Audio have been Opt-out
| Youtube | https://grizzliusmaximus.itch.io/rhythm-castle-platformrhythm-game |
| Original URL | https://ldjam.com/events/ludum-dare/46/rhythm-castle-platformerrhythm-game |
Ratings
| Overall | 635th | 3.744⭐ | 45🧑⚖️ |
| Fun | 1083th | 3.386⭐ | 46🧑⚖️ |
| Innovation | 1486th | 3.151⭐ | 45🧑⚖️ |
| Theme | 2325th | 2.884⭐ | 45🧑⚖️ |
| Humor | 1008th | 3.037⭐ | 43🧑⚖️ |
| Mood | 910th | 3.558⭐ | 45🧑⚖️ |
| Given | 39🗳️ | 57🗨️ |
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Nice effect of "swooshing to side" thing, when jumping from under a platform. It makes big impact on quality of jumps and prevents from unnecessary edge-management.
However, beat syncing is little bit oddly made.
Obviously sounds great, an important part of a rhythm game but it also helped set the mood for the platforming parts nicely.
As with all game jam platformers, including my own, I think the control needs some tweaking, personally I'd like a slightly longer jump as I kept finding my self just short.
Overall the game was really nice! A great entry - thanks!
Can I find your game also on indiexpo website? The channel is linked with them.
Also i dont mind some hard jumps, but for my taste some of the jumos set you back way too much if you missed them.
@lewaro @ausstein I agree that the rhythm parts are not well implemented. It is my first time ever making a rhythm game. One mistake I guess was not making an audio queue to the beat which really stops people from playing if they dont get it. Another would be a better visual queue. In most rhythm games, there's a "preparation" visual like a bar moving down or a ring shrinking down. This game lacked that. For the post jam, I do intend to fix all this. thank you for all your input!
However, it didn't seem to quite work for me in a few ways:
- The fixed window size meant it didn't fit on one screen for me, so was split across two monitors
- None of the double-tap controls, or the double jump or glide seemed to work (I tried numerous variations of quick double taps, in time with the beat, etc., and never saw anything work)
- Nothing happened when I found other sleeping moles (were they supposed to be revived or something?)
- For the rhythm bit on the very first screen seemed not quite in time, the music graphics and control input all seemed not quite in time with each other. I got through it with some trial-and-error but it didn't "feel" right
I'd love to play this and see more of it. The concept is brilliant and I really like the graphics and sound.
And yes, there is something wrong with the rhythm timing. I've been trying to fix it but it just doesn't work. seems to be an engine bug. I can't get it to be precise. This is my first time making a rhythm game but I've experience making platformers.
I'm annoyed that these flaws are big walls and don't allow the player to proceed until they understand how to overcome these flaws. Once you do, trust me, the game gets really good :) I apologize for the weird rhythm mechanics.
If you’d like to rewatch the playthrough, you can find it here:
https://www.twitch.tv/videos/615937007?t=1h18m42s
Good luck on your ratings, see you next LD! :D
💜 Elysia Griffin AKA Button Feedback Lady
https://www.twitch.tv/elysiagriffin