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A jam submission

CyberfunkView game page

Rhythm-Bound Top-Down Shooter
Submitted by Darcy Matheson (@Prometheus625) — 32 minutes, 37 seconds before the deadline
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Cyberfunk's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#11273.4873.588
Overall#11953.2583.353
Fun#13353.0873.176
Originality#23372.9733.059

Ranked from 17 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?
The weapon firing is out of the player's control, as it is tied to the beat of the current song.

Did your team create the art for this game during the 48 hour time slot?

Yes

We created all art during the game jam

Did your team create the audio for this game during the 48 hour time slot?

No

We used pre-existing audio

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Comments

Submitted

I really like the ideas present in this game. Anything that has on rhythm/beat stuff is great.

I know this is just a game jam game, but something that analyzed the music more and didn't fire or spawn enemies during the times where the music was slow or off would be nice.  It was odd just having the firing during the quieter moments. Although, this would leave the player with nothing to do.

I didn't really see a point to the combos as I don't think I was doing any more damage than before, but it was a nice indication that I hadn't taken damage recently.

Some mechanics, items, or anything different than the music/layout would've been nice on the other levels, but might be a bit beyond the scope of the game jam time.

Very nice job though!

Developer

Hey guys, if you encounter any issues regarding movement speed feeling sluggish and annoying to outrun enemies with, this is due to a programming issue on my part in which I accidentally forgot to ensure the framerate and movement speed are not connected, sorry! If you would like to see the intended movement speed relating to enemies you can check the video I posted on the game's page, which shows every level to completion in order, running on my system (where the game was balanced). I will update to fix this issue (and some others) once the jam is over.

Submitted
Deleted 3 years ago
Developer

There was definitely some inspiration there!

Submitted(+1)

Beautifully presented and very complete. This is a good concept, but do I detect a little lie claiming it fires on the beat?! Seems like it shoots at regular intervals to me, that just happen to line up with the beats. Like if you put a different track behind it, it would still just shoot at regular times.

That aside, it's well made! Juicy and polished. I feel some gameplay tweaks might be necessary. The green ghosts move so fast and take so many shots, if you encounter one while running from another you're basically guaranteed to take a hit. If you could maybe zoom out a bit, or it showed an indicator at the edge of the screen you might be able to plan for them, but as it stands you get mugged by them more often than not. Feels a little unfair.

Perhaps if you build up a bigger combo the reward is a more powerful gun, although that could lead to unbalanced play too. One hit could ruin an otherwise great run.

Well done for turning out a really well polished game in a short time, though!

Developer

Hi, thanks for your feedback. If you mean that the firing does not automatically detect when a beat would be through the audio file, then you are correct. But each level's music had the BPM measured and set up in order to get the firing and beats as close as possible. The gun fires based on an InvokeRepeating() method, which is the closed and most consistent way I found to keep time throughout the level. 4/5 levels in the game were made with only an hour or two to go so apologies if it doesn't sync up quite right for you at times! I imagine this would vary depending on the audio latency of your setup. I'm sorry to hear about your negative experience with the green slimes, I did some further testing on a device at 60Hz and found that the movement speed of the player was actually much slower than on my 144Hz system where I wrote the code for the game. In that testing methodology you can outrun the ghosts and slimes with relative ease, but you do have to manage where they come from and sometimes it does feel a bit like you can't avoid being hit. Once the jam is over I'll make an update for the game fixing the framerate dependency issues with movement and might add a calibration tool to help people set up the sync the best I can too. 

Very glad you enjoyed the game overal, multiple weapons was slightly out of the scope, though I did do some experimenting with the concept and your instincts are correct, while a neat idea, it certainly does mess with the gameplay balancing quite a bit. Indicators for enemy spawns are also a great idea, I tried to get it feeling random so that they will spawn somewhere unpredictable off-screen and clearly that's working out for everyone which is good to hear too. Again, thanks for the feedback! :)

Submitted

Ah, that explains why I couldn't outrun the slimes! Easy mistake to make. Gotta multiply by Time.deltaTime or it'll be wildly inconsistent across different framerates (sounds like you know that already). I'd be interested to play on a 300Hz monitor...

Developer

I did already know that and I thought I had done it already, but it seems that it wasnt working! Weird bug, haha

Submitted(+1)

This was an absolute blast to play! Everything from the music to the YouTube inspired UI to the screen shake when hitting an enemy making the song feel just so much more bass-y, this was a delight. My only gripe is with the way the player moves - they feel sluggish to start moving and corners are really not forgiving to go around - but overall, amazing job!

Developer(+1)

My apologies regarding the movement, I assume you were playing on a system with less than 144Hz refresh rate? There seems to be an issue I've only found *after* release (dang it) that causes movement speed to be loosely tied to the current FPS still, despite my best efforts. I will address this in a later update. Glad you enjoyed aside from this issue, thanks for playing!

Submitted(+1)

Super fun! I would like to see this game more evolved. Very good work!

Developer

So would we! I'm considering further updates and perhaps a full release for the future. Glad you had fun playing! :)

Submitted(+1)

Aye this was really fun! I could see myself playing this if it was a fully developed game! I would dial back on the motion blur a lot, it was very jarring, maybe give the player an incentive to move to other areas of the map. Something as simple as a second/third gun drop that had fire rates that also went with the music would of done so much for the game! Great work!!

Developer (1 edit) (+1)

We were definitely interested in getting other guns in for the final build but gave up on it after a few hours of the code failing and causing music sync issues. I'll look into adjusting some post-processing motion blur once the jam is over. Thanks for your feedback!

Submitted(+1)

Really fun mechanic!

Developer

Cheers!