Belecint by unpronounceable
A simple game. Click to keep the arcs away from the center as long as you can. Recommend playing with audio.
Ratings
| Overall | 169th | 3.686⭐ | 37🧑⚖️ |
| Fun | 161th | 3.657⭐ | 37🧑⚖️ |
| Innovation | 76th | 3.914⭐ | 37🧑⚖️ |
| Theme | 150th | 3.943⭐ | 37🧑⚖️ |
| Graphics | 331th | 3.371⭐ | 37🧑⚖️ |
| Audio | 246th | 3.343⭐ | 37🧑⚖️ |
| Mood | 411th | 3⭐ | 36🧑⚖️ |
| Given | 60🗳️ | 43🗨️ |
Like the game concept allot well done.
Good take on the theme and well executed - nice one!
The concept feels original and you executed on it well. The biggest issue I found is that it's viable to just spam clicks around, which makes it a lot less fun, but often feels optimal.
It could be good to have a small cooldown for each section if you click too early? That way spam clicking would be punished.
Anyway, great work!
@widdershin I'm not a fan of the cooldown idea, but I do agree that making sure the players actions are deliberate is better. Part of the fun is near the end of the game when there's lots of pieces coming down and seeing what sounds are created, at first glance the cooldown seems to work against this which is why I would be hesitant to try it. There could be other ways to do it though, possibly reducing the score by 1 when the player clicks and it doesn't register a hit (along with a discordant sound, like a missed note in Rock Band), shrinking the allowed clickable range for a short period of time, or making it so you have to click out near the edges instead of anywhere.
One thing that would help that I didn't get time to implement was better spreading out the timing when the arcs would be in range for a hit. The cooldown would be a more feasible option if that was in there as it could take that into account. Also ways to increase the difficulty without creating new arcs would help. Stuff like spinning the field, cycling colors, or some other such things.
@senso @mixon00 Thanks for playing and glad it was enjoyable.
Thanks!
PS.: On 153 points things were quite hard to properly point and click ;)
@benjijump Glad I could cause you finger pain. This experiment will definitely change how I do audio in the future.
@gummibot Thanks for the feedback. One of the reasons I avoided using music was because I had briefly tried getting music synced up with the bounce sounds but it didn't work very well. Definitely going to try to get it working, probably with a tracker file instead so I have more control over the timing. Although I recently tried it with a nice rain loop in the background and even that helped break up the silence.
@pierce-brooks Emscripten is awesome. Debugging can be a bit of a hassle though. Hadn't considered the bullet hell similarities, but you're right. Thanks for the insight.
@sophie-s Thanks, glad you got so much enjoyment out of such a simple mechanic.
@foxwater I have been looking at ways to expand it. Besides just ways to make the game harder in different ways getting a nice guitar in there instead of the beeps sounds really nice.
@vaincil That's very high praise. Love Super Hexagon and it was in the back of mind while making this.
The sounds were so satisfying though, it's definitely something I'd casually play often if it was on my phone.
* Given the theme, this isn't a critique for the jam. But sometimes all the wedges would sync up and converge at once and I simply couldn't click them all in time. Spreading that out would go a long way to help the game feel.
* Having each wedge enter the circle on a beat could be a cool way to make the "music" less discordant.
Great entry though. I feel like this has potential to be a really solid rythym game if you continue with it.
I like the possible musical dimension of your game and would continue in that direction even further - layering notes on top of some abstract ambient track may be a good mood setter. And delay. The individual notes definitely need a delay effect!
@martink Thanks for the feedback. For spreading out the timing, that is something I had tried to get working. Wasn't able to get it working as well as I wanted though. The player also has some control over this as how close an arc is before they click can change the timing. A strategy I found for dealing with two arcs that are too close together is to hit one right near the edge and let the other almost get to the center. If you keep doing that they'll separate.
The wedges actually do enter the circle on a beat, and the input is set such that you click on something it'll delay it until the next half-beat to actually perform the bounce and the sound playing. Having it on a full beat makes it sound better, but the input feels broken since there can be at worst around a 400 ms delay between input and action. I think also having a better algorithm for choosing notes to play would help a lot.
@onnofal Glad you enjoyed it. There isn't an actual end, it just keeps going until there's too much to deal with. Getting some sort of background track in is something that should have been in the originally, but wasn't able to make anything that worked well within the time limit.
Like others, I felt this could work well as a rhythm game. Might be too difficult for the 48h scope, but would be cool.
Some feedback: I think I was hitting the wedges too early at some points because of the gradient graphic. I wonder if it would work better as a simple circle (you can hit this vs. you cannot hit this) rather than a gradient. Though it may just be a design choice to keep it slightly ambiguous.
@googlypoo @jujujuju The gradient does seem to be a sticking point for some people. It does help with the difficulty, but's also for how it looks. A simple solid circle doesn't look as nice, maybe some sort of pulsing would look good and more easily define the borders. Just need something that doesn't deform the borders.
@smilewood @made3 @ossi Unfortunately my music composition skills are limited to randomly pressing buttons until I get something that doesn't hurt my ears, much less making something that would sound good spread out over random timing and in any of the available scales. So right now it's just a random walk up and down the scale with a chance of playing a random note instead. It was just limiting it to a single scale so everything at least sounds good together.
@autogibbon There is a slight delay between clicking and a response, but it should be around 200 ms at maximum, and even then it won't (or at least shouldn't) let you lose to a clicked arc. Sorry it didn't work correctly.
The graphics dont fit together IMO. A flat minimalist style would have work perfectly (remove all gradients and textures, no bloom, just plain colors and a nice palette). A neon style would have been fine too (dark background, bloom and saturated color everywhere). But mixing both don't work IMO.
Fun game though!
Liked how as the game progresses and gets more intense, the sound effect pieces together into a melody.

@thetatautau Glad you enjoyed it. I could've spent more time experimenting with the visual style, and I'll keep your comments in mind for future adjustments and competitions.
@lomna @dan-smith Thanks for playing and glad you enjoyed it.
@hmightypirate I actually do something a bit like that. As there are more pieces they move slower, within a certain limit as it's designed that the player loses eventually. Could use more balancing though.
@eboatwright I avoided the particles and screen shake on purpose actually, the music was more a constraint of skill and time. The particles would have cluttered the screen and made noticing the movement of the arcs more difficult. As for the screens shake there's two reasons I avoided it. The first is because I feel like it's used way too often in games. It's something that should be used for emphasis not as a general feedback. It's like a spice, properly used it makes the dish delicious, using too much and it overpowers everything else. The second reason is more accessibility reasons. Too much screen shake can make people physically ill, it's like motion sickness. This can also happen with the way scrolling is handled in lots of more modern UIs too.
@theblitz Nice score, have only be able to get to the 150s myself.
The palette and music scale options are a nice addition, and overall was fun to play. I made it to 116 with a trackpad!
Others have already said a lot of good things about your sound use, and I have to agree with them - it worked out very well! I'm kinda the same way about music making, and only recently I've started to read up on music theory. Your explanation on how you made it work sounds interesting, it gives me inspiration to do some musical experiments of my own.