Rhythm Reaper by BtheDestroyer
Defeat biblically-accurate angels to harvest souls as the Rhythm Reaper!
Attack in-time with the music to perform combos. Gamepad is also supported: A and B attack, X and Y dodge
Credits:
- Alex Winestock - 2D Art
- Bryce Dixon - AI, Modeling, Rigging, Animation, Mechanic Design, Programming, and Shaders
- Elgin Ciani - Music, SFX, and Sound Design
- Shivam Bhatnagar - Level Design and Modeling

Ratings
| Overall | 127th | 3.926⭐ | 29🧑⚖️ |
| Fun | 235th | 3.648⭐ | 29🧑⚖️ |
| Innovation | 93th | 3.87⭐ | 29🧑⚖️ |
| Theme | 316th | 3.833⭐ | 29🧑⚖️ |
| Graphics | 320th | 3.815⭐ | 29🧑⚖️ |
| Audio | 69th | 4⭐ | 29🧑⚖️ |
| Humor | 477th | 2.7⭐ | 27🧑⚖️ |
| Mood | 423th | 3.426⭐ | 29🧑⚖️ |
| Given | 22🗳️ | 33🗨️ |
At some point I accidentally went trough something and got stuck outside of the playing area for a moment between the crosses. Some sort of solid invisible collision wall around the playing area would probably solve this
I should clarify that I'm not really sure if I was successfully doing them or not. I noticed some different attacks like throwing the scythe vs. swinging it, but nothing really stood out to tell me "this is a combo". I feel like having the combos in the top left while the track is at the bottom also makes it hard to think about them in the moment.
I found myself either looking at the combos and pressing when I thought I was on rhythm or looking at the track and just trying to stay on beat. I think if you displayed the combos right above the rhythm track (or even found a way to transpose them directly onto it) it would do a lot to help the player figure out what they're supposed to do.
That being said I really liked this game. Definitely better than my hunk of garbage :sweat_smile:.
In other news, what's up fellow dP :dragon:'s :smile:! It's so cool to see people I know on here. How's life been since the good old days (2017)?
The music is great! It really fits the mood.
For sound effects, I'd love for there to be more auditory feedback in future versions if the game is developed further. I was really missing a 'player hurt' indicator sound and found myself dying because I didn't realize I had taken a few hits until I looked at the soul mete. I'd also suggest adding some input-trigger type sounds...something that provides auditory as soon as an attack input is registered like a small impact or low-end hit cut as close to the transient as possible to provide some immediate, audible timing feedback. The scythe sounds are great but the natural, slow attack of the sounds makes it hard to judge how your input is registering relative to the beat.
Overall, great game! I also really loved the soul pickup sounds...great design choice!
This is a really great entry, its pretty satisfying to slash up the angels :D
I did not really understood the combo mechanics, but i managed to do the combo where you throw the scythe.
One time i glitched through the fire at the first stage, but could find a way to bug me out.
Animations were also top notch!
That being said I really liked this game. Definitely better than my hunk of garbage sweat_smile.
The idea of the game is not bad, beat enemies to the rhythm of the music to get combos - it's interesting. But I would have given more time to hit the beat, because sometimes it seemed that I pressed on time, but the game thought otherwise.
Also the main menu is very colorful, really wanted to compliment it separately.
Keep up the good work, you have a really cool game