LifeLine - Music Pattern Obstacle Dodge by WZQXRYS
SEIZURE WARNING

* You are the joyful guardian of 'The Great Song'* * Collect Notes and avoid Spikes to 'Keep it Alive'*
CLICK HERE TO PLAY (Browser)
* Menu* Arrow keys to select button Space to Play! (or Exit)
* Game* Space - Jump, T - Toggle Trippy Effect
* How to play* Collect Blue Notes, Avoid Red Spikes, Green Spikes Speeds up the ground, Yellow Spikes are your health and the melody
My first game jam game for Ludum Dare 46
Enjoy the randomly generated menu music.
* Please comment your scores!*
POST SUBMISSION CHANGELOG
Made Trippy Effect Toggle with "T"
Fixed getting stuck on splash screen
Tools used:
Gamemaker Studio 1.4, Audacity, Photoshop.
Ratings
| Overall | 627th | 3.333⭐ | 50🧑⚖️ |
| Fun | 593th | 3.198⭐ | 50🧑⚖️ |
| Innovation | 350th | 3.51⭐ | 50🧑⚖️ |
| Theme | 991th | 2.854⭐ | 50🧑⚖️ |
| Graphics | 758th | 3.052⭐ | 50🧑⚖️ |
| Audio | 90th | 3.862⭐ | 49🧑⚖️ |
| Humor | 739th | 2.262⭐ | 44🧑⚖️ |
| Mood | 422th | 3.333⭐ | 47🧑⚖️ |
| Given | 36🗳️ | 60🗨️ |
i think you need something like healt score and a button to restart xD
After asleep I'll be sure to check out all your games!
Starting with the commenters.
The music is phenomenal, still listening to the guitar on the gameover screen as I type. The graphics are a nice Tron-like synthesizer style. It was neat listening to the procedural song as you play, only issue I had was stepping on too many green spikes and speeding up to an unmanageable amount.
@lapinchatware @uppitydonkey57 @ethebakesmith @thegamegoyal @nick-barrash @jcmonkey @theseusinabottle @alex-mulkerrin
I have made the trippy effect toggle with "T"
To make the high speeds playable and visuals less jarring for those who don't like the effect :heart:
The trippy effect looks cool but slows down the game quite a bit. Coincedentally this slow down cancels out the increased difficulty induced by the effect. So maybe that was intentional?
T now toggles the trippy effect so that will make it less laggy im hope :heart:
Yeah a few things came to mind for this theme, fire, plants, music, cats, followers. But i didn't have a game idea
and i knew sound plays a big part in any good game. So I just started recording my guitar strings, split them up and make a music generator, eventually it turned into this.
Didn't start gameplay design / code until half way through the compo
Very indie. Don't turn off the effect.
The contrast between the psychedelic visuals and the soft music when you hit the notes really works.
Great sound!
@galgris I agree! Thank you.
Cheers!
Just adjust the controls so they can keep up with the speed, and maybe check the player accuracy and use it as a metric to setup the game speed. (the most notes hit, the faster it goes).
@wyzard Thanks for playing, what about the controls feel clunky? Jump is dependant on if you're holding the button or letting go or a mixture of both (tap, release, wait, hold).
Very little instructions do make it a bit confusing.
@wzqxrys note to self: add tutorial / guide / help of some kind in game.
@seothen cool as ill make sure to play yours aswel, Thank you kindly, what did you think for your first jam? would you do it again? and what would you different next time?
@EVERYONE Is there anyone here who is also doing there first jam? what did you think for your first jam? would you do it again? and what would you different next time?
@binaryprinciple speed is pretty fast and notes collected are not in time with the beat as such they dont reach the player at a desired time, i was thinking some left and right movement for the player, and allowing the player to choose when the note is being played.
The music changes up, the screen melts away and after my run was done, the actual guitar riffs just perfectly end the whole experience.
I kept my run going for a solid 20 minutes, but I had to stop myself after reaching 100k.

From a gameplay perspective, I think you could have been way meaner with the difficulty if you allowed players to slam back onto the track by pressing jump again in mid-air to give a little more control.
For a first Compo entry, this is absolutely fantastic.
# 162240!!! HOLY S***!!!
Amazing i cant believe you played it straight for a whole 20 minutes.
"The music changes up, the screen melts away and after my run was done, the actual guitar riffs just perfectly end the whole experience."
There is a great feeling in that moment, I'm glad you were able to experience it from such a long run.
Love your idea, makes me think adding a bit of left and right movement and that slam means i move all controls to a dpad config for arrows, wasd, and dpad on a controller. Nice.
Hard mode? Sure why not. Post LD i'll certainly consider it.
Thank you for playing so long and leaving feedback!
@anystarabove Sharp graphics, peaceful sounds, a good contrast.
I'll definately check out your reference soon enough.
I think of my partner when I play that one, thank you for your kind words.
Gameover is a full recording.
Gameplay is the timing you add that note (also 100% random)
There is also a 1 in 10 chance the note will play my 12 string guitar (kinda sounds off) instead of the 6 string
The menu music is a set pattern. Ranges are L = low, M = Mid, H = High
L, M, H
H
M, H
H
Repeat
All random notes amongst that range(Low = E2, F#2, G#2, A2, B2, C#3), including blank notes which give it some flare.
I did start with the music generator before i knew what i was going to build, eventually the prolonged thinking clicked and i knew what todo.
Remember kids, don't do either :rofl: better play this!
The twangy notes come from my 12 string that honostly doesn't sound great detuned by 8hz.
I only know a little music theory, sticking to a single scale was my trick to make it sound somewhat consistant.
Other than that its left up to the lords of chaos.
@furfel everything in moderation.
@aplite i like your idea of a low setting
The Wizard and The Slug, great name. Good luck with that project, looks massive.
@mattwoelk Cheers :beers: , Smoothes out that ending ;)
@eduardogacn thanks buddy