RiboJam by Wispeh

Summary
Deep within the cells of an unkown creature, lies the humble ribosome. Messages arrive, detailing the complex order of proteins to assemble and fold.
A whimsical rhythym game about folding proteins within a ribosome.
Tools
Engine: Godot 4.3 (with git extension) Art: Aseprite, Krita Music: FL Studio Unnused Genome Data: NCBI
This was my first jam in 7(??) years, so its been fun to attempt this with a more proper engine than just MonoGame. Getting the audio syncing somewhat functional proved to be more of a faff than I expected, but overall a very fun time!
All assets created during the 48 hour period by me, Wispeh (@artgubbin)

| Source code | https://github.com/TheWispy/RiboJam |
| Windows | https://wispeh.itch.io/ribojam |
| Original URL | https://ldjam.com/events/ludum-dare/56/ribojam |
Ratings
| Overall | 228th | 3.268⭐ | 30🧑⚖️ |
| Fun | 240th | 3.071⭐ | 30🧑⚖️ |
| Innovation | 236th | 2.982⭐ | 30🧑⚖️ |
| Theme | 236th | 3.232⭐ | 30🧑⚖️ |
| Graphics | 139th | 3.638⭐ | 31🧑⚖️ |
| Audio | 47th | 3.857⭐ | 30🧑⚖️ |
| Humor | 160th | 3.021⭐ | 26🧑⚖️ |
| Mood | 180th | 3.288⭐ | 28🧑⚖️ |
| Given | 21🗳️ | 36🗨️ |
god damn that solo is tricky though
- There's not enough feedback on player action - at first I could see that you would "collect" a note even if you hit it way outside of the scoring zone, and then later I realised my score was dropping when I did that? Clear negative feedback should be given when a note is collected negatively, as should a positive feedback for hitting the timing right. The changing number alone isn't enough, as most people aren't focusing on that tiny number off the the side when playing.
- The alignment of the notes on-screen are vertical, but the keys assigned to them are horizontal. That means an additional mental gymnastics hop between reading the notes to executing. One could turn my keyboard around, but I have a laptop and that's not really easy to do. You want to make the control mapping to screen as intuitive and immediate as possible.
- The rhythm mapping is a bit straightforward AND dense. But that's difficult to get right anyway, designing maps for Guitar Hero and co is a super hardcore discipline that few can do well.
- Would like more visual aids to "line things up" between the different colours, sometimes it got so dense things just looked like continuous lines. A lot of rhythm games space the notes out a lot more and moves faster - which SEEMS to make it harder but when there are a lot of notes together, it actually makes it easier for the more experienced rhythm players.
I like this entry! :slight_smile: The track is well structured for a full stage, building up to a higher number of instruments and feeling balanced for speed and flow. I wish there was just a bit more feedback for hitting a note, missing a note and nailing a note close to perfectly. One more thing, I wish the notes were spaced out a little more, everything clumping together makes it a bit difficult to read in the heat of the music. Also, big fan of the visual style, love a good blob friend!
Loved the art and the music! Very fun, and super impressive for a 48 hour compo. I felt like the theme of tiny creatures works really well with the microscopic parts of the body, and I dont think many people will take that angle!
What could use work:
I wish there was a bit more feedback on player interactions. I couldnt really tell if I was hitting things right or not. Also, pressing a button will remove the next note regardless of how close it is to the bar, so you could remove all the notes on the screen just by spamming.
One final note, you might want to check your volume sliders. I moved the sfx bar down to 40% and the music wouldnt play anymore
Impressive!
Some bits of feedback:
- Make feedback to the player more clear - i.e. it should be obvious when I've successfully made an input vs missed one
- 1234 doesn't *mentally* map that well to the RBGY blobs, I could see it being helpful to maybe have overlaid the numbers on each one or maybe at the end of each track