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KeyRivals's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #1 | 4.272 | 4.272 |
Overall | #2 | 3.897 | 3.897 |
Level Design | #3 | 3.825 | 3.825 |
Innovation / Experimentation | #4 | 3.816 | 3.816 |
Presentation (on itch.io) | #5 | 4.053 | 4.053 |
Art Direction | #5 | 4.132 | 4.132 |
Game Play / Game Feel | #6 | 3.772 | 3.772 |
Storytelling | #7 | 3.412 | 3.412 |
Ranked from 122 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Year of education
Credits (names and roles of entire team)
Alexander Uray - Producer
Valentyn Lyevyentsov - 2D art and animation
Desislava Atanasova - 2D art and animation
Jad Tawbi - Programming and engine handling
Guillem Blanch Riambau - Programming and engine handling
Leo Wognum - Sound and level design
Oliver Svensson - Product Owner, QA and level design
Everyone has also worked with the overall game design.
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Comments
Special game
Great game, I love it!!!
A tricky game for the hands,but then again the name is keyrivals :)
Would be nice to see a development of this,towards handheld units (android, apple). But you've done a good job . Tjohej :)
I'm glad you like the game :) There is currently no plans for handheld device support, but it's not out of the question. Thanks for the suggestion!
- Guillem Blanch, programmer for KeyRivals
Great game I love it!!!
I like the art and music it needs little enhancements to get it easy to play using a keyboard you need time to get hold of things but once done it is amazing. It gets better and better the more you play it.
I can’t wait to try the last version when power ups are added
I'm very happy to see that people like yourself are excited for future features!
This game was originally designed to be played with a custom input device, but we couldn't finish building the prototype for it due to the Covid-19 situation (and we obviously can't provide it through itch.io anyways). We tried to make the controls as comfortable as possible considering it's a keyboard. If you have any other feedback we'll be very glad to hear it!
- Guillem Blanch, programmer for KeyRivals
wowwww!!! Great game I love it... thank you
Waou very very nice.
This game is great, awesome 👍
Very nice visuals and great music. Playing the right key felt a bit unresponsive and coming back from "dying" felt very disorienting. Otherwise, no complaints! I could totally imagine this in an arcade hall!
Amazing art, difficult keys, nice music very tough and challenging
Great game!!!! Love it
Was fun to play !! I especially loved the art in this game !
Very interesting concept and presentation! Very quick to pick up, very difficult to master! And the art-style is amazing!
Very interesting concept and presentation! Very quick to pick up, very difficult to master! And the art-style is amazing!
i jizzed a little while playing this game
Looks and sounds great! The game stops me from playing whenever I miss and it is very frustrating :)
Glad you like the game!
When you say it "stops you from playing" are you referring to the stun mechanic after losing 3 HP? If that's the case, I'd suggest you take a look at the tutorial (accessible from the Main Menu) where we explain how to recover easily.
If you are referring to a crash, we would like to hear from it so we can fix it.
- Guillem Blanch, programmer for KeyRivals
Interesting premise, exciting tracks and great art style! It's clear you spent a lot of effort to make this game. That being said, we couldn't play all the tracks due to the position we had to sit in to play the game. The keys are very close to each other which strained our hands quite quickly. We realise the game is called KeyRivals, but playing with a gamepad would be more comfortable! There was some lacking feedback when hitting notes, though we believe that will be improved upon.
Great game, although there are somethings to improve. I'm taking about minor tweeking (in the character selection there is no telling if you have selected the character) . But there is no doubt in my mind that a great team capable of creating this game will have any issue fixing that.
Mostly indecipherable. I feel like multiple characters might not have been the best use of your limited production budget - is there even any functional difference between them? A more intuitive and readable interface and better UX would have gone a lot further to let players experience your game.
The game seems like it would be fun if you could actually play with 2 people which I couldn't. To me, the gameplay overall was lacking some things because, for example, you don't really get visual or audio feedback if you get points/don't get points. The controls confused me a lot so it was kind of difficult to play. Sound was good.
Any feedback is good feedback, and yours is greatly apreciated! As my friend and teammate pointed out in another reply, the game was meant to be played with custom controllers which we don't have completed at the moment. Adding controller support is something that we plan on adding in future versions and is something we think will enhance game feel overall. There is still much we want to improve on and having your feedback gives us a headstart!
Thanks again!
- Jad Tawbi, programmer for KeyRivals
Very nice game. Good sound. Amazing art.
Tutorial is a bit text heavy.
The key prompts could maybe say the actual keys you press, I was confusion.
Thank you for the feedback!! Yes, we are aware of these issues as well as some others and we are planning to tackle them in future updates!
- Jad Tawbi, programmer for KeyRivals.
Thanks for the kind words :)
The tutorial was a bit rushed, our initial intention was to let the player practice each bit, so the information is trickling down as you learn the game, but we ran out of time to do it. We plan on re-designing it in the future with less text and more targeted practice rooms!
As far as the key prompts go, the original idea for this game was to pair it up with a custom controller with colored keys, but as the Covid-19 situation developed, we leaned over to keyboard controls as building the custom controller became increasingly difficult. The result is a mix-match of both ideas, we'll keep working to make it consistent to one of them.
We're not done improving the game yet, so receiving feedback like yours is extremely helpful for us to know where to direct our work in the future.
Thanks!
- Guillem Blanch Riambau, programmer for KeyRivals