Slayer Beats by Loki Drams
Hello !
the version ludum dare is the wrong build (a error) posted just at the end of the time (oopsy, with the pressure) i have try to published the good version, but find who to modify the post only now. and i can't remove the wrong version, so the good version is in itch.io. (I gonna put these here and not touching it for 17 days : https://owl-moon-game.itch.io/slayer-beats )
Let me a comment to help me in the game dev!
This my litle game ! made by me and a friend at the music !
beat all monster and purified the world ! its a game of rythm, and you can hurt the mob every 10 sec.
input in the start of the game. Sound Required !!
some bug of graphism (object disapeared), but don't have time
| the game working (ld version) | https://owl-moon-game.itch.io/slayer-beats |
| Original URL | https://ldjam.com/events/ludum-dare/51/slayer-beats |
Ratings
| Overall | 1225th | 2.35⭐ | 22🧑⚖️ |
| Fun | 1195th | 2.375⭐ | 22🧑⚖️ |
| Innovation | 1137th | 2.5⭐ | 21🧑⚖️ |
| Theme | 1150th | 2.658⭐ | 21🧑⚖️ |
| Graphics | 1055th | 2.605⭐ | 21🧑⚖️ |
| Audio | 451th | 3.381⭐ | 23🧑⚖️ |
| Humor | 947th | 2.033⭐ | 17🧑⚖️ |
| Mood | 1106th | 2.667⭐ | 17🧑⚖️ |
| Given | 28🗳️ | 13🗨️ |

He have a litle problem wich ludum dare (but the version of itch.io is the version made only in the jam)
Cremmy, i understand the smooth, but i take example at a game "rythm doctor" (don't remember exactly the name), when the principles is to tap every seven beats, and is not smooth.
I wanted to use the same idea.
Thanks you for the comments, with this, i gonna update the game (at the end of te jam x))

Je pense que tu t'es tiré une balle dans le pied en limitant trop le nombre de frames avec les inputs. Si ça marche à peu près pour les deux premiers niveaux, le troisième va beaucoup trop vite et on ne perçoit même plus les mouvements parmi les inputs à gauche. Comme si elles changeaient aléatoirement. On doit donc être focus dessus, et l'absence d'effets sonores pour nous indiquer si on rate ou pas nous empêche de suivre. Je ne suis toujours pas certain de savoir qund appuyer exactement. La croix rouge quand j'appuie sur A avec ma manette Xbox, c'est bien ou pas ?
Le fait de rater va également changer le rythme, c'est très dur à suivre. J'ai un peu l'impression que les inputs ne sont pas toujours en rythme.
L'intention et le designs sont bons, mais je trouve qu'ils collent mal avec le gameplay final, ou demande trop d'investissement pour s'adapter. Les informations ne sont pas assez claires pour qu'on ait l'impression de progresser. Je pense, de mon expérience à l'instant, qu'il faudrait peut-être reprendre un peu la base pour rendre ça plus lisible.
Techniquement, j'ai quelques soucis où je dois relancer le jeu à chaque nouvel essai du niveau 3 (Version 1.1).
Donc pas loin mais il manque des choses. Bravo à part ça !
But the second and most important issue is the synchronization with the music. I actually don't know if the game elements are on the beat, because I wasn't able to feel a sense of rhythm into what was going on. The symbols were moving step by step, but id didn't seem to be on the beat. Sometime it felt like they accelerated? And I don't know visually or by sound when I'm suppose to hit the button. When the symbol becomes big, or just after, when it's "inside" the circle? There is no clear audio feedback when you succeed or miss a note, so even trial and error is difficult to determine the timing. After many attempts, I eventually beat the first level, but I had no idea what I was doing.
The game has a lot of great ideas though! But I think it's mixing too much of them, in a way that doesn't really work. I can clearly see the Rhythm Doctor inspiration, which is an excellent reference! But this game actually keep thinks simple: the movement is step by step, but the music accentuate the beat so that you know the rhythm of the steps. There's always a cue on the seven beat, and even the melody kinda indicates you that this is where you must press the button. And the rhythm is mostly always constant. Levels where it speeds up or slows down are exception, and even there it's done in a way that is easy to memorize for the player (on a small pattern), so that they can anticipate it and not be surprise. Here, well, the music doesn't help to emphasize the steps, it's unclear on which beat the action must be done, and the changes of pace more than often come by surprise.
Now making a rhythm game during a jam is extremely hard, and it's still extremely cool that you attempted it! I'd suggest to be less ambitious for the next time, to be able to have the most simple of mechanics working like a clock! Because otherwise, the art is good, the music is super great (3 songs in one jam, are you kidding !?) and the game concept look like it could be super fun if it worked (yeah there are so few games like Rhythm Doctor, I'm enthusiast seeing that it inspire some creators!). I really hope you'll be able to improve the game after the jam, or try to make another game out of this idea, I'll be very curious to try it! :)
Keep on doing !