BeaT-Rex by Andreas Roschal
BeaT-Rex is a game where you play as a happy little T-Rex swinging his sword to the beat all day long, slashing everything in his way. However, you seem to be stuck in some kind of space-time anomaly, as every 10 seconds the world around you is swapping. Have fun in this new playground, collect different abilities and upgrades, and survive as long as possible.
Controls
| Input | Action | | ----- | ------ | | WASD | Move around | | Mouse | Aim where you are attacking | | E | Interact with chests |
External resources
For a few sound effects we used and composed material from external resources. Those which have been used are listed here: * https://opengameart.org/content/arrow-hit-twan * https://freesound.org/people/Halleck/sounds/19487/ * https://freesound.org/people/NoahBangs/sounds/636082/
Post Jam fixes & changes
Oct. 4th 2022:
- fixed audio timing of fireballs
- fixed the times lightning would chain not scaling from the correct upgrade type
- added fullscreen button to menu (mainly for embedded game on the Ludum Dare page, since the window is very small)
Oct. 17th 2022:
- balance changes for early game: Power-Ups start with higher damage but scale slower (damage of final upgrades stays unchanged --> no endgame changes here)
- balance changes for endgame: Multiple large enemies now spawn at once in higher rooms (beyond 70). Also after room 50, health scaling of enemies is increased slightly.
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| Link | https://andreasroschal.itch.io/beat-rex |
| Original URL | https://ldjam.com/events/ludum-dare/51/beat-rex |
Ratings
| Overall | 13th | 4.393⭐ | 58🧑⚖️ |
| Fun | 5th | 4.456⭐ | 59🧑⚖️ |
| Innovation | 68th | 4.079⭐ | 59🧑⚖️ |
| Theme | 75th | 4.272⭐ | 59🧑⚖️ |
| Graphics | 192th | 4.202⭐ | 59🧑⚖️ |
| Audio | 12th | 4.509⭐ | 59🧑⚖️ |
| Humor | 154th | 3.75⭐ | 56🧑⚖️ |
| Mood | 136th | 4.018⭐ | 58🧑⚖️ |
| Given | 41🗳️ | 24🗨️ |
By the way, the UI is really charming.
The game is nicely balanced. It starts out pretty easy but doesn't stay that way too long.
I wish there was a way to get health other than through chests. I often found damage very difficult to avoid, so I was forced to take health instead of upgrades. This turns into a death spiral. However, it did make me feel like I was barely hanging on; this might not be the case if health was less of an issue.

The atmosphere was super, super well done.
I think that having a healing option that passively regens, instead of having to "throw away" a full chest to heal would have been nice to have in the strategy. That way slip ups could be rewarded down the line if the player just worked harder to not get touched. That's just my "room for growth" comment though, I'm a player who prefers regen over no regen and that may not be the feel you wanted from this game. =) Regular one team heals just feel like a throwaway level up to me.
Thank you for the game though, I had to stop myself from playing it instead of just trying again, and again, and again.
A very neat entry full of potential !
Could definitly see it as a mobile game or a quick pc game almost as is. Great job !
Really clever idea. It's very simple yet well crafted.
And there is a really great work on the music and sound effect to match the rhythm :)
Great job ! I'll play it again !
This game is SO good. What an amazing variation on the Vampire Survivors core loop! Y'all are really on to something here. I think if you keep working on this you could have a huge indie hit on your hands.
Love love love how each zone has its own music, and each weapon plays its own instrument.
Wonder what it would be like with additional mechanics like passive items, or the ability to customize when your attacks fire off in the sequence. A player could even make their sequence of attacks _sound_ the way they want it to, ignoring the strategic placement of things! Oh man and you could then export the sequence at the end to your hall of fame to play back another time. The possibilities are endless...
Please keep working on this! Had to call it quits after 171 rooms since the scaling never caught up to me, but that's just a minor balancing and content thing.

Other than that, the art and music are pretty good. The framing around the screen and the button to launch the game are super sweet additions! Congrats for making such a cool entry.
It might be important later in the game, but in the beginning I wasn't really paying attention to the direction my cursor was pointing :D

I'm not sure I have anything bad to say about this game. Is a very solid entry. Maybe adding more type of ennemies could help, it feels quite boring after some time, but it's a jam game, and you have put A LOT OF WORK in this one, so it's unfair to ask for even more.
Good job!
The sounds of the cannons with the rythm were very satisfying. Games with upgrade are pretty adictive to me.
Congratulations for this game, I hope it rank very high
I loved the music, It was great how every level layered more in, and it was dependent on the enemy type. My favorite track was definitely the jungle.
Honestly! What an crazy and amazing creative idea.
I wish I knew what more of the powerups did, or had more time to think about the powerups. A couple of times I was choosing between icons that meant nothing to me and ended up not getting anything at all because the chest despawned just before I could click. On my first run I missed a few powerups and was pretty weak. In my second run I got a fireball, but blue and yellow were never offered. In my third run I got lighting and a lightning cooldown upgrade early, and with that I was able to live for a long time and get lots of powers and upgrades. There were a lot of icon combinations that were unclear to me: sword + rotate, sword + arrows, sword + sword, fireball + sword, blue + sword, blue + arrows, 3 fireballs, lightning bolt with diagonals, and so on. I'm guessing that some were damage upgrades and some were size upgrades, but each one was confusing the first time that I saw it. I thought that fireball + sword would make every sword attack shoot a fireball. I thought sword + sword would be a bigger sword but now I think it must have been damage instead.
The visual style is great, and I liked that audio changed with each zone while still having a core beat that helped with timing my own attacks and enemy attacks.
It was a bit hard for me to realize the patterns of all the enemies, so I was kinda "waving it arount", but it was fun too :)
I honestly got no complaints, everything fits perfectly.
