I liked this a lot! Seems like you've got most of my difficulties from other people, holding control doesn't feel very good and wasd was hard to keep track of. Even still, I had a lot of fun with this and it's a great idea, good job!
Play game
DanceDanceRevolverlution's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #1147 | 3.167 | 3.167 |
Originality | #1209 | 3.444 | 3.444 |
Overall | #1401 | 3.167 | 3.167 |
Presentation | #2626 | 2.778 | 2.778 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Tonight's disco fever's out of control! Keep your cool, sooth the crowd's thirsty eyes, all while keeping your dance moves lit!
Did your team create the art for this game during the 48 hour time slot?
We created all art during the game jam
Did your team create the audio for this game during the 48 hour time slot?
We used pre-existing audio
Comments
I loved this! The comments basically summed up my thoughts, I think that a little intro or how to play sectionn would fare nicely, because at first I did not notice that you had to aim at all and just played it like a rythm game
The only thing that is worth mentioning and I didnt see in the comments is the bg which kinda sucks because it was very hard to focus on anything with it flashing :(
Anyways, good game :D
Interesting concept! I always like when a game tries to combine two seemingly incompatible genres (and does it well!). Some notes I made while playing:
- The “you must hold down Ctrl” rule feels really bad here. It puts a lot of strain on the hand, making playing this game really uncomfortable. Was that something you added for the jam theme reasons?
- A lot of the time it’s pretty difficult to see what’s going on - the combination of flashing background colors, dancing character and blurry letters makes it hard to focus. FireTotemGames already told you about TextMeshPro, so that part should be solved. I’d say you could probably add some background to the dropping letters, or at the very least some outline / shadow to make them stand out more.
- Given the difficulty to focus, I’ve tried just spamming the WASD keys instead of trying to match the letters on the screen, and it works surprisingly well. ;)
- After my fourth or fifth playthrough I got pretty far before I got killed by enemies spawning right above me, and my bullets seemed to not hit them (or at least they didn’t kill them). I left the game on the “Game over” screen and started writing this comment. After a while, I switched back to the game and this is what I saw:
- Late in the game sometimes my bullets got stuck on something in the middle and just drifted away while rotating slowly. It might be a good idea to check “freeze rotation” on their Rigidbody if you want them to only rotate where you tell them to.
Overall, I really liked this entry. The music is great, the main character design looks pretty good (and all the different poses he makes during the dance :) ). Amazingly well done for a first game jam. Good job! ;)
thank you very much for the feedback!
The constantly holding control was indeed part of the theme, as the enemies spawning above you can only be killed with Enter (as an enter key prompt on screen should have shown, so that might not be clear enough as well), forcing your right hand to stop aiming for a bit and quickly press the Enter key. The fact that you're forced to switch between these tasks is the main out of control part.
And I know spamming works and it did not help I merged the melody ánd the beat at the last chorus. There's a whóle to learn about making rhythm games for me besides these 48 hours if I ever want to make a decent one.
the bullets sometimes collide with eachother and had different speeds, which wasn't really my intention at first but seemed like something people could play around with if they wanted. The game over screen still showing up after a game over is new for me, so thanks for finding that one!
I might release a web build of the game to which I might make slight improvements to. Weather or not I will, this has been very usefull feedback, so thank you!
As others already mentioned it, really cool idea to combine the genres to create something new.
However, your game has some flaws, which I would like to explain here to help you improve on it:
- I assume that you have used the normal Text GameObject for the WASD, because the resolution is super bad. Please ignore the Text GameObject and use the TextMeshPro for everything instead. Super crisp fonts at all sizes ;)
- Why did you decide to take WASD as controls? I just couldn't wrap my hand around the weird positioning of the keys in a straight line. It would have been nice if you took 4 keys that are next to eachother so that the player has an easier time pressing the right key. Ignoring the theme on that part, because messing with the control scheme too much is just annoying and frustrating. ASDF would have been really nice as keys.
- The start of the game was a little weird because most of the time it directly showed game over for me. I just had to try a few times until the game started, then it was ok.
- Are the buttons prompts in any relation to the music or are they mostly arranged randomly? Because I couldn't really find a pattern and that is very important for a rythm based game. Maybe it's just me.
I hope my feedback can help you.
Hello, thanks for your feedback!
-yes I have and I'm aware it looks awful now, so will definitely try to fix it with TMP after the ratings are over!
-Yes you're not the first one to point this out. ^^' It wasn't really intended as a fit for the theme, but not having played any rhythm games on pc before I took one example that used arrow keys and used that example on the wasd keys because of it's similar layout, in order to be able to press and hold left cntrl as well. It worked for me and my little brother so I stuck with it. Next time, I wont.
-this is the second time I hear this, I have no idea what's causing it yet so thanks for the heads up!
-I've made an attempt to do so, but there may be instances that a note hits a little early/late compared to the music, sadly. I was putting more time and effort to getting the keys to match the music rather than the rest of the game so when it was somewhat 'decent' I figured it was time to move on before I had a perfect matching keys/music ratio, but no shooting the sweat or any art. But aside from the chorus or the part after the second chorus, the keys should match the beat/melody pretty well overall.
I'm unsure how far I will improve upon this, since I'm actually working on another project and took on my first GameJam mainly as an opportunity to measure my skills. But if I do it'll be mainly thanks of this post! Good pointers!
Regarding the music synchronization. I might also feel like it is off due to the rather weird WASD controls. I was also thinking about doing a rhythm game for quite some time, but I would rather try to write some code that analyses the music and creates the button prompts automatically, because making them match is a rather critical endeavor. :D
It is completely fine to ignore game jam games after the jam is over. Happened to all of my games so far, but as long as you learn something during the jam, which you clearly did, it is perfect. I'm glad my comment helps you.
Feel free to check out our game. Would love to get your feedback too.
Very interesting game - shoot em up and rythm along with the core gives me vauge necro dancer vibes!
Love the name, love the character and I love the concept. I really think this is something that with more work could be a very clever game.
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