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A jam submission

Pulse to reduceView game page

Submitted by Vhaghar — 2 hours, 59 minutes before the deadline
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Pulse to reduce's itch.io page

Results

CriteriaRankScore*Raw Score
Style#35242.8913.000
Overall#48492.4462.538
Creativity#51622.4462.538
Enjoyment#56802.0012.077

Ranked from 13 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?
You have the reduce the scale of the enemies to survive

Development Time

48 hours

(Optional) Please credit all assets you've used
see description for full credit

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Comments

(+1)

Great gameplay loop but just syncing between the pulse and the music was a bit off for me 

Developer

Yeah, I need to adjust it better. Thanks for the feedback!

Submitted(+1)

Nice music and the gameplay can be fun with some more development.

Developer (1 edit) (+1)

Thanks for the feedback!

(+1)

Nice music and fun concept, but optimisation was quite poor, and smooth operation is of great importance for rhythm-based games. I also didn't see a link to the theme.

Developer

Thanks for your feedback. I noticed the performance issues and I'll try to rework the code, as now really it's a bit of a mess.

You can found a link to the theme in the game page description.

Pros:

  • Nice music
  • Simple concept that seems like it could be fun

Cons:

  • This doesn't fit the theme ("Reducing the scale of enemies" feels a lot like just trying to come up with a sentence that sounds like it fits. You could say in war that the goal of one military is to "reduce the scale" of the other military, but that doesn't exactly feel relevant to this year's theme.
  • Either it's very easy for the music to desync a bit, or there needs to be a tweak to your character's "pulse", or there needs to be a calibration: In my experience, the character would start a pulse right in the middle of the beat/snare, but if you clicked at the same time then it counted as a Miss. Instead, in order to get a Success I needed to wait for the snare to happen, and then click a moment *after* it (while the character was expanded). This felt pretty bad, since I was basically lagging behind the beat.
Developer(+1)

Yeah. I had to change the focus of the game because my first idea was too much time consuming. I know it's a bit of a stretch to fit the 'scale' theme just in growing waves and shrinking enemies.

For the sync part, I tried to adjust it better, but the time was running out and I guess I ended doing a bit of a sloppy job. I'll definitely try to adjust it better and add some visual cue to signal the beats beforehand.

Thanks for your feedback!