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A jam submission

musicMoveView game page

Select your music and pay attention. You only get one completion :)
Submitted by fakemaxxe — 1 hour, 56 minutes before the deadline
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musicMove's itch.io page

Results

CriteriaRankScore*Raw Score
Originality#19792.1242.375
Overall#22031.7521.958
Design#22781.3421.500
Adherence to the Theme#22851.7892.000

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

I think it was a neat idea and giving everyone a unique experience by having them choose their own music was a nice take on "only one", but I think procedural generation like this usually shines when it's used to give players multiple, varied playthroughs.  For a single playthrough, and especially under the constraints of a 48hr game jam, authored content will generally be better.
It was a novel idea though, and with more work on the platform generation algorithm/enemy design could really stand out.

Developer

Hey,

thank you for you comment :)
Yeah, the idea was quite neat in theory, yet this being my first game jam plus my first "completed" / released game in unity it was quite a brutal time crunch. Procedural generation is  indeed something to be used with care and not leave everything totally random. I guess games like faster than light and binding of Isaac do a way better job at this. I still hope it was something a bit memorable :)

Oh and i updated the game to fix a few things and tweak the game play if you want another go at it :)

Submitted

I know the feeling - I accidentally ended up doing 2D sprites, animation and rigid bodies for the first time in mine, so didn't find time to make something playable (or to add a menu, or to add sounds, or ...).

I had a quick go at the updated version and already it looks like you've made some massive improvements. The jump feels a lot better, and everything feels a lot smoother with the longer platforms. I also think the decision to have the player spawn near where they died is much better than going back to the start.

If you're interested in further feedback, I think you need to either slightly increase or decrease the default vertical distance between blocks - as it is, it's possible to get kind of wedged between them. I also found myself falling straight through some blocks; I don't know if that's due to a gap not being drawn properly, or out of a need for interpolation in the collision detection.

I think one of the big dirty secrets behind FTL and Binding of Isaac is how much isn't random. If I remember correctly, all the enemy ships in FTL are hard-coded, or hard-coded with some minor tweaks. Binding of Isaac has a number of room templates that it makes minor changes to. Maybe some sneaky behind-the-scenes authored content with a random layer on top could work well in yours too. Hurray for backseat game development!

Submitted

Is the second hop in mid-air supposed to be a double-jump? If so, I suggest checking for a release of the button before allowing a second jump. Also, it'd help if either jump were meaningful against the actual obstacles.

Developer

No, the double jump effect was created of a last minute fix. Basically the player performs 2 jumps without any cool down, but as gravity sets in the second jump is very weak. I did tweak it a bit more and changed it to a single more powerful jump. Update version is linked in the description.

Submitted

This feels rather broken at the moment. For us Enemies only spawned at the start and eventually we got stuck in the randomly generated map further down the track. Additionally it played two different songs on each speaker which is very confusing and somewhat painful.

Developer

Hey,

i hopefully fixed the issue with sound. I added a way to reset the players position without getting reset to the beginning of the level. Additionally i heavily tweaked the enemy spawn and behaviour. Link to the update is in this submissions description :)

Submitted

Interesting game! 

I got stuck because of the random level generation when going left, not really sure what to do after that point. Sorry! 

Also I has able to hold down space and keep jumping kinda.

I think it would benefit from a better jump mechanic and perhaps more enemies spawned across the map. Whenever a player gets hit. They could re-spawn into a new level to try again, so like one chance.

Check out my game if you have the time: https://itch.io/jam/gmtk-2019/rate/461850

Developer

Hey :)

Yeah, the much needed tweaking fell victim of no time. I did quite some tweaking now and put the update into the description of this game if you want to check it out :)

Submitted

I assume maybe the map is built out according to the waveform? If so, that's a cool concept. But I couldn't seem to make any progress because I couldn't ever go very far left or right -- the AI on the enemies is so unpredictable I never made it more than a single screen to either side before having one leap at me. There must have been hundreds of enemy AIs on screen with no real-estate for me to use to dodge them. I have no idea the differences between red green and blue-- they all seem to equally stop you.  

Developer

Hey,

yeah, the game builds itself according to the detected frequency, sadly that did not translated too well to game play, as humans usually sense beats better than changes in frequency. I tweaked AI, enemy spawn and level build up.

If you wanna check out the update, it's in this game's description :)