CyberBeat by Abdonatioera

A game where you move and attack with the beat. Move around the arena to the beat of the music. Avoid getting hit by the moving red blocks, and hit the robot in the middle.
I didn't get everything I wanted to do with this game done. I had this idea first, but then decided to make a grid based 2D version for some reason. I didn't like the direction that was going, so started again with this on Sunday. As a result, it's missing some stuff. I wanted to have additional smaller enemies scattered around the ring you could attack, as well as some health packs, an upgrade system, animations, and really a bunch of other stuff. But I suppose that's just the way these things go sometimes. Overall I enjoyed making this, and I learned some new things about Godot to do with procedural mesh generation (the blocks are all procedurally generated), so I'm glad I pushed through to the end.
Changelog
-Fixed bug that stopped you being hit if you didn't move
| Link | https://aragatodag.itch.io/cyberbeat |
| Link | https://aragatodag.itch.io/cyberbeat |
| Original URL | https://ldjam.com/events/ludum-dare/51/cyberbeat |
Ratings
| Overall | 1116th | 2.886⭐ | 24🧑⚖️ |
| Fun | 1010th | 2.864⭐ | 24🧑⚖️ |
| Innovation | 646th | 3.238⭐ | 23🧑⚖️ |
| Theme | 1221th | 1.69⭐ | 23🧑⚖️ |
| Graphics | 636th | 3.568⭐ | 24🧑⚖️ |
| Audio | 368th | 3.5⭐ | 23🧑⚖️ |
| Humor | 924th | 2.118⭐ | 19🧑⚖️ |
| Mood | 1013th | 2.889⭐ | 20🧑⚖️ |
| Given | 18🗳️ | 20🗨️ |
I had to manually move into one to start taking damage again.
Neat concept.
@kusaji Thanks for the feedback! Yeah, it was a bug, it's fixed.
@thesmellofoxygen Thanks! Adding a fail sound is a great idea, I might do it in a post jam update.
The graphics were lovely and consistent with itself and the tech was impressive! Rhythm games are notoriously hard to get right, especially when you're trying to get them to play nice in a web browser, so hats off to you. There's a chance it was just easy to do with Godot (It's just the absolute worst in Unity for WebGL), but as far as I know, you're a wizard.
- Input feedback. When I just barely missed the beat, nothing happened. It would be nice if there was some indication that my input was recognized and that it was my fault for missing the timing, or maybe even my move/attack is less effective.
- The attacks had almost no warning, they would just appear and if I was standing in the wrong spot, I was going to get hit with no chance to avoid them.
- The attacks to the side seemed useless since I couldn't kill the red blocks? I guess you were planning to have small enemies in the play area where this would come in handy.
Even in this raw state I had a lot of fun playing and it just *felt good*. If you polish it up, this could be amazing.
@davidtheginger Thanks for the kind words. Yeah, I think it's a little easier to sync the audio with the gameplay in Godot.
@alex-de-la-cour Thanks for the feedback!
@mhorth Thanks for the detailed feedback! I do like the idea and might try expanding it, at least to the point of a post jam update adding some of the things you and others have said. Glad you enjoyed it!
FYI it seems like I get a bit of a desync between the song and the input registration playing in Firefox, worked ok in Chrome though. Not that you implemented the web player :sweat_smile:
In the meantime, after dying once I still was able to win by holding still and attacking repeatedly to the beat, so I don't know what's going on there.
Graphics and music are lovely; gameplay and controls feel like they could use an overhaul?