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Game's Take on the Theme
All actions rewind the tape reel forward or backwards, which consumes tape. All risk reward decisions are based on how much, and in which direction you spin it.
Did your team make the majority of the art and music during the jam?
Yes. We got our building, road, and wood textures from here: "https://www.fab.com/listings/7a254e70-5f03-4c2d-b01f-ff4509732198" and used this async loading screen plugin: "https://github.com/truong-bui/AsyncLoadingScreen/tree/master/Source/AsyncLoadingScreen/Public". All other code, 3D models, assets, animations, sounds, and everything else was made by us during the jam.
If not, please link to any asset packs or resources used here.
We got our building, road, and wood textures from here: "https://www.fab.com/listings/7a254e70-5f03-4c2d-b01f-ff4509732198" and used this async loading screen plugin: "https://github.com/truong-bui/AsyncLoadingScreen/tree/master/Source/AsyncLoadingScreen/Public"
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Comments
Wow, this really gives me a Hi-Fi Rush vibe! Congratulations on such an impressive project!
Thanks for playing, I hope you enjoyed it!! I looked at a bunch of rhythm action games for reference and Hi-Fi Rush was definitely one of them!
Visually stunning. Good game.
Come feedback my game. It's in 2D though.
Visually stunning. Good game.
Come feedback my game. It's in 2D though.
As soon as I entered the game, I was stunned by the amazing art style—so authentic with that Japanese flavor. In this game, rush is the move I use most often. Since I’m not very good at rhythm-based games, I usually don’t get close to the boss for regular attacks. Instead, I focus on keeping my distance from the boss, storing up tapes and attacking, while constantly rush the boss’s rush moves. Once I’ve filled up my action gauge, I hit F to deal damage to the boss (it feels like F deals more damage). It took me about half an hour to defeat the first boss, and I always fail to block its laser in time… I’m still too noob.
Also, is the tutorial after defeating the boss mandatory? I couldn’t skip it by pressing any keys.
The gameplay design is excellent, and defeating the boss gives a great sense of achievement. The difficulty is just right for beginners!^ ^
The tutorial thing is sadly a bug, we will fix it post jam. But if you say no to the tutorial before you fully start the game (when you first run the game), it shouldn't keep reappearing after each boss.
But you did well the idea is to use the dash to sync yourself up before switching to an attack or rewind, helping you to maintain the beat.
You have 3 combos one focused on damage which should help you to beat the boss faster, another heals you and the other gives you a shield. You discharge the reel to use them. It has a bit of a learning curve but Im glad you enjoyed it! Thanks for playing our game <3
Ps. Once you do get into the game and you sync your attacks and different combos to the music its a great feeling! :D
It looks great and I love the Japanese influence on all the monsters, I bet this is really satisfying to watch someone who is good play this cus it would flow really nicely but i’m a stuttering mess just spamming e and dying constantly, it’s a pretty fast beat and I couldnt hear any good visual clues, maybe a tick every bar would help cus as soon as i was off beat id have to stop just to listen and pick it back up, skill issue on my end for sure
Cool game, though a bit tough for a rhythm game. I’d love to see slightly larger hit windows or a more pronounced beat in the music. Understanding how the cassette mechanic works was tricky at first, but eventually, I got the hang of it intuitively. The visual style is amazing. Overall, I really enjoyed it!
I love the artstyle and the tutorial interactions. Unfortunately the game is too hard for me. I was keeping on time by in the tutorial just fine but couldn't keep up with everything happening in a fight. Would be great if the timing was a bit more forgiving or if the music had a stronger matching beat to help indicate the timing without looking at it. This was a nice and unique take on the spin mechanic.
Thank you for playing! I appreciate the feedback, and I am happy to hear that you enjoyed the visuals!
We'll definitely add some difficulty options to tweak the input window soon. As an alternative to focusing on the music, player attacks are always guaranteed to land to the beat, regardless of whether or not you've timed it correctly.
So if you focus on pressing any attack button right when an unsuccessfully timed attack lands, your next attack will be guaranteed to be on time. If you go into the hub and try it on the dummy, I'd suggest just focusing on pressing attack buttons right when it flashes white after being hit.
This of course is harder to apply for other mechanics such as the quick rewind and parries (for which there are also some neat tricks I outlined in the game page you can apply instead), but I've found it to be a reliable way of making sure attacks land on time.
Awesome awesome project, the level of stylistic polish is pretty absurd and you very much wore your aesthetic inspirations on your sleeve and did them so much justice. The combat system is really cool and unique, but I definitely think that the input timing was a little off for me which threw off my rhythm a lot of the time, usually with rhythm games like this you'd want to increase the window for inputs because sometimes either someone's device won't register inputs in time for the beat, or the audio will play just slightly delayed/ahead. Things like this is why you either have an input configuration, which would be a main menu option that'd allow the player to listen to a static beat and decide what input delay fits their device best or you just increase the grace period for inputs. If you expand this game into a bigger potentially shipped project, which I REALLY think you should, I think the former feature should be the very first thing you implement because it's very important for a game like this
Thank you for the kind words and thank you for playing!!! Yes, we've been talking about having some kind of calibration screen so you can account for input latency due to how important that is in rhythm games. We kind of just ran out of time to include that for this jam though lol. But we'll definitely be adding that in!
Good game, I like the art style and general idea. I kinda brutforced first boss with dashing, but then second boss comes, which really checks your parry skills and there I fell. So yeah, I guess I didn't get the parry thing from the tutorial. Perhaps in tutorial you should be required to do several successful parries in a row. Also a bit annoying, that you can't use "F" if your tape is somewhat full, so if I loaded 4 attacks in it, but somehow wasted a bit of tape, I have to fully empty it.
I love rhythm games. It's a little bit hard, but i can easily get used to it. Game is gun and original. liked the style and music.
God I suck at this lmao. Maybe it's just me, but I feel that the game could be a little more forgiving on the input presses. And it was hard to tell if I was too early or too late. I think it would be okay to be more lenient on the timing because this game also has player movement and combos. So additional to timing the inputs, the player would also have to focus on player movement and enemy attacks which can be very difficult.
I really enjoyed the overall art and design of the game though! Nice work!
Understandable, the game has a bit of a learning curve in regards to keeping in time. One of the ways to pace yourself to the music is to use the dash, its basically a free action, failing it doesn't affect your reel. So it becomes a matter of dashing hearing the sound effect to confirm you are on beat, then as you keep the rhythm you switch to attacks, rewind and so on. I had some issues at first too, but after playing it after taking a break and thinking about it, I managed to beat it!
Thanks for playing our game!
yooo im pretty good at this. they all got destroyed but the stage 3 boss got stuck in the winged boss transformation when i depleted her hp lol. i had a great time playing it though. one of the video games of all time for sure. i would absolutely love to see this game be developed further. the characters, the visual design, the music, everything is great. the audio visualizer on the building lights is such a hilariously good idea haha. i think the audio indicator when you hit your buttons is a little too loud and it kind of disrupts the music in my opinion, but it didn't bother me i had a blast. thank you for the experience. great job.
Wow thanks for getting through all that! Thanks for playing, really happy to hear you had fun! We have a long list of things to improve and add, and we'll look into better audio mixing alongisde fixing all of the weirdness in this build. Thanks again!
Nice visuals and sound but 484 mb for the game? That's the largest one I've seen during this jam.
I'm kinda bad at the game but still had a great time :) Nice visuals!
Very clear inspiration from HiFi Rush with a twist. Really amazing use of the theme, and the combat, though needs some getting used to is fun. You can't avoid having to sit down and spin that tape backward like a 90s kid most of the time haha
I only had one issue was that I couldn't change the options (A-D didn't work), I wanted to disable the tutorial but couldn't.
hi sneorino and JackCrescent
your game is super cool i like it wish for you the best and i will be happy if you try my game and rate it iwill rate you good luck\
link = https://itch.io/jam/boss-rush-jam-2025/rate/3292181
yours mystery killer
nice!
"You doin' alright? Or just waitin' for traffic to finish the job?" Is a hilarious way to start your game, the style hooks you right away. No idea how to get past the tutorial fight but I'm sure the game would be super sick if I did haha.
Thanks for playing! Apologies for the tutorial part, it was one of the last things we did so it was kind of hastily thrown together.
To clarify, the idea is that any attacks you perform will spin the tape spool forward and consume tape in the process. If you time your attack to the beat, it will spin forward by 1 slot and record your attack to the tape. If you mistime it, it will spin forward by 2 slots and you'll lose double the tape. If you don't have any tape at all, you won't be able to attack at all.
To recover tape, you can manually spin the tape backwards by pressing E (or RT on the controller, which is the control scheme I'd recommend). If timed to the beat, this will get rid of any stored notes you have and get you some tape back. Otherwise, you'll just lose two slots worth of tape. Parrying spins the tape back and gives you tape as well, with none of the drawbacks.
If you perform 4 successfully timed attacks in any of the sequences listed on the top-left corner of the screen, you can press F (or LT) to get a unique discharge buff. It'll consume all of your tape but you can cash out on a lot of damage, heal yourself, or tank a hit. Pressing SHIFT will let you dash without any consequences. If you time it to the beat though it'll make a sound.
if you mean how to end the tutorial then you need to go towards one of the 3 roads. they each take you to a different boss.
beautiful game but i am so so bad at it
Really interesting game, amazing visuals!