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Rhythm Grav's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Use of the Limitation | #18 | 3.651 | 4.000 |
Concept | #29 | 3.469 | 3.800 |
Overall | #31 | 3.172 | 3.475 |
Presentation | #36 | 3.104 | 3.400 |
Enjoyment | #59 | 2.465 | 2.700 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Everything - Daniel Ward (Nirc) @nircgamedev
Software used
Unity
Use of the limitation
To implement gravity being under your control, I added mechanics that mimic the Gravity Gun from Half-Life 2. For the theme of Music, I made the game rhythm-based.
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Comments
Interesting game! I included it in my Mini Jam 107 compilation video series, if you’d like to take a look. :)
I appreciate it, and I did check the video out!
Great job!! The platforming was difficult and mouse sensitivity was high (could be settings on my end!) but movement felt really nice! Really enjoyed this concept, and the art is very cohesive - reminds me of Unturned.
For some reason, the player kept rotating to the left on its own all the time, and i started to feel dizzy.
The music is very cool!
I really enjoyed playing your game. Love GraviGun and Rhythm Jump mechanics! Only issue I had, was a bug that stopped spawning objects. Good work and brave decision to make 3D game for a short jam)
Awesome gravity gun. Platforming part I was struggling with.
Enjoyment:I enjoyed this but was more annoyed by it. Sadly the beat was just off tempo making trying to jump a headache lol.
Concept:The concept was cool. Nice to see a legit gravity gun again. i even used it to clip out of the map.
Presentation: The style is very portal-esque in terms of the chambers you have here. It was fun. Music was great.
Limitation: Gravity gun and jumping. What more could you ask for?
For some reason, the jumping only seemed to register half of the time. During the platforming parts, I had to mash my spacebar to register a jump. But the parts with the gravity gun were really fun!
Thanks! For some reason, while the desktop build had no trouble with it, the WebGL build seems to be struggling a bit with keeping in time with the beat, despite the events being sent at the same time on either build. I expanded the window of what counts as "on the beat" to try to remediate that a little.
Gravity gun is always cool - and I liked the variety of props. I'm not sure but I got to the large room with the staircase and hit all the targets, but nothing happened. Did I miss anything? The beat indicator was a bit hard to see as well, perhaps pairing it up with the crosshair would be better? Overall good job!
Thanks for the feedback!
The props were fun - they were from Kenney's furniture pack, and I just randomly picked them from an object pooler.
Did you do all 3 tasks in the last room (the long shot, the disappearing platforms, and the timed targets)? If so, then that is definitely a bug.
I actually did want the beat indicator on the crosshair, because I was inspired by Bullets Per Minute, which does exactly that, but I couldn't get the math to line up exactly right, so I didn't prioritize it.