Love how you can upload your own songs! I uploaded the Berserk OST and it worked very well! :)
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Positronica's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #27 | 4.423 | 4.423 |
Fun | #122 | 3.615 | 3.615 |
Presentation | #232 | 3.577 | 3.577 |
Theme | #307 | 3.192 | 3.192 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent "Power"?
You play as an electron with the power to split in two as you traverse levels generated from the music. Fill your power meter to get extra points and truly SHINE. If you miss too many and let your power fall to zero, you'll lose. Electrons. Power. You get it, right?
Comments
It's so amazing that you could develop this game over just 9 days! The game can easily be developed further into a steam release. The game was fun!
Holy smokes! Dynamically generated rhythm game where you can use your own songs! Reminds me of "Audiosurf" in that regard. This is a lot of fun to play. Great job, impressive scope for a jam! :)
Everyone is giving their two cents in regards to the "depth" issue. Here's my idea: maybe have the squares and your cursor produce "drop shadows" on the ground beneath? That way the bottom will almost look like a guitar hero lane to help with timing. Personally I didn't find the depth issue that bad though. It is a rhythm game: you are supposed to press it to the beat! I'm sure this could be more of an issue on harder difficulties though.
Another entry where it seems unreal it was made in a week, but it does take a bit to get used to the controls. I will say though, using depth across a plane is really tough to judge without the game being a VR game, and I'm not how you can rectify this besides the depth/timing meter that you already made. Still awesome, but unless you can make it better for people to play without relying on depth it might have limited appeal. There are some rhythm games like the mobile touchscreen game called Arcaea that does exactly what you are doing with the splitting tubes in 3D space, but that game only is flat most of the time and it is only in special sections that it starts using depth/height instead of just being flat. Just something I'd recommend to look into to maybe think about.
This game is sick! I kinda didn't gel with it for the first go, but when I tested putting in a song I used the no-trigger mode and I was able to get the hang of it. Great original song too!
Man, I wish I could play this, but my nintendo pro controller doesn't seem to work (keeps registering the shoulder buttons as pressed so it forces a failure). Judging from the gifs and screenshots, this game looks awesome, so I thought I'd leave a comment to say that even if I cant rate it in good conscience. I think you could theoretically put this on keyboard, it'd just be real unconventional, like wasd and pl;', for movement, then lshift and rshift for shoulder buttons. Aside from that, the game looks great, and I hope to eventually see a version I can play with what I have!
Bummer!! I never tried a pro controller :/ Unfortunately, I don't think a keyboard would work. It really needs the analog input from sticks in order to work.
You could try it in triggerless mode, so the only objective is to pass through gates and tubes 😉 Check the gameplay options if you're curious. But otherwise, I totally understand and I appreciate your comment nonetheless!
I tried that unfortunately, and I just tried god mode. The particles get seizures since I guess it doesn't take the analog input from the pro controller well, and for some reason triggerless without god mode still fails me. Oh well! God mode made me able to listen to the music, which I can confirm is also great. I definitely agree that controller is optimal, but for situations such as these, my outsider, consumer opinion is that it doesn't hurt to have a keyboard option, even if it's not as clean, then have a "Controller strongly recommended" or "Meant for controller" display during an intro. Still, great job on this!
Awesome idea, definitely has a distinct feeling from other rhythm games. I'm surprised how well this works, and I'm very grateful for the aiming assistance, so good call on including that.
My biggest criticism, gotta agree with others that it's hard to tell when I'm supposed to hit the triggers. Maybe shifting the perspective a bit or displaying a wireframe grid of the plane the electrons are on would help. Great job overall though!
Super unique mechanics that were fun to learn! Given it's a rhythm game, I think having audio feedback based on my performance would help me learn faster than relying solely on the visual feedback. Visually though, you knocked this out of the park! Great aesthetic and a very cool interpretation of the theme
Thanks so much! yeah audio/controller feedback is for sure needed. In my current build, the controller rumbles when you get them and it helps a lot. Thanks so much for playing and for the kind words! I'll give your game another shot to see if I can get my controller working right, or I'll message you on discord
Pretty cool idea, I love rhythm games and I have to be very careful to not get addicted, this one would definitely get me hooked.
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