DiscoNinja by pickens-inc
So this is kind of more a tech demo than an actual proper game, but it is fully playable! I only had a day and a bit to work on it, and did so solo! And so I used the jam instead as an excuse to explore messing around with rhythm mechanics in a way I've been wanting to for years.
You're the illustrious Disco Ninja, fighting off a horde of your turned brethren. Harness the powers of Funk Fu and bust a move against your enemies for as long as you can!

*Controls:*
WASD - Move
Left Mouse - Fire Primary Weapon / Reload (whilst in reload stance)
Right Mouse - Fire Shotgun
Left Shift - Dash
R - Enter/Exit reload stance
Q - BREAK IT DOWN (once the groove meter has filled in the top right)
Firing, dashing, reloading, and breaking it down must all be done to the beat! You fill up the groove meter by landing successful consecutive hits without messing up the beat.

| Link | https://polyrogue.itch.io/disco-ninja |
| Original URL | https://ldjam.com/events/ludum-dare/51/disco-ninja |
Ratings
| Overall | 284th | 3.816⭐ | 21🧑⚖️ |
| Fun | 188th | 3.868⭐ | 21🧑⚖️ |
| Innovation | 272th | 3.684⭐ | 21🧑⚖️ |
| Audio | 218th | 3.763⭐ | 21🧑⚖️ |
| Humor | 166th | 3.722⭐ | 20🧑⚖️ |
| Mood | 409th | 3.625⭐ | 14🧑⚖️ |
| Given | 11🗳️ | 19🗨️ |

Here is my attempt:
https://youtu.be/6pR_4cQU010
-This game has the same problem I found BPM to have, where the clip size isn't conducive to playing a full melody, so that might be something to consider.
-I feel like the reloading and breaking it would really benefit from being given a melody like shooting has, especially the groove meter attack since it's already a fixed length. Also having it not deal damage on the beat (far as I could tell) felt a little strange.
Overall though, I really liked it, I can't wait to see where this project goes in the future!
In particular, shooting feels really good in this game. The sound design and visual effects are basically perfect, and the animations that play when you do the different kinds of shooting are super fun as well. I like to try to mix up the two kinds of shots to get a sort of melody going.
I did find that pressing Q seemed to be somewhat inconsistent. Sometimes I would take a lot of damage while I repeatedly pressed Q trying to get the breakdown going. I guess having some more visual/audio feedback for that would be good, so that it matches the polish level of the shooting mechanics.
Actually, I just reread the description, and now I see that it must have been that I wasn't pressing Q on the beat. So, maybe just having an audio cue when you press it off the beat would be enough. Or maybe there already is one, and I'm just missing it :sweat_smile:
But besides that, this game was just really fun to play (first 5 stars I've given this Ludum Dare, I think), even if it is more of a tech demo than a fully fleshed out product. Great job!
You have proven before that rhythm games is something you are very skilled at making, and it really shows here. The way the shooting "adds" to the music, rather than just needing to be timed with the music makes a big difference.
One small thing I would wish, is that I could dash while reloading.
I would love it if you took this "tech demo" and turned it into a full game.
As always, top marks! :trophy:
PS my record is 64 500

(I think the text bugged out due to me playing on an ultra wide monitor, but I noticed no other issues related to it)