Play game
Beatlocked's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sound | #19 | 3.850 | 3.850 |
Visuals | #23 | 3.850 | 3.850 |
Overall | #27 | 3.550 | 3.550 |
Creativity | #28 | 3.650 | 3.650 |
Fun | #29 | 3.300 | 3.300 |
Rhythm | #32 | 3.400 | 3.400 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you use the theme? If yes, what is your ___ in "every ___"?
Every 3rd beat, the enemies move towards your direction
What was your team size?
5
Leave a comment
Log in with itch.io to leave a comment.
Comments
BUNNY GIRL
BUNNY GIRL
BUNNY GIRL
BUNNY GIRL
FUCKING BNUUY :DDDDDDDDDDDDD
Cool game!
I just wished there was more visual feedback on when the beats occur, because sometimes I get confused, mess everything up and end up being killed by rats xD
OOhh this is a great mechanics and easy if you can put rhythm in your head :DD
The sprite design is really cool and the song too!
really nice!
really love the ambiance of the game! :)
and a good looking and feeling menu is also often a very over looked thing in game jams, iI really like yours! :)
great entry ;)
I am a sucker for a good title screen and great transitions and this game definitely has those. The gameplay is great, but I'm pretty biased on this since we both went for similar gameplay lol. Having said that, it does look like there is some inconsistencies with player movement on beat. I also struggled implementing it and ended up with movement that was too tight. I'd say it is a bit loose in your game. Besides that, it's a great jam entry and I think it'll be in the top of the pack!
I think the first two levels were really fun to play - unique concept, bright vibrant visuals, awesome soundtrack - but once I hit the third stage the hit detection got way off and I had to spam the buttons just to move anywhere.
Cool game!
I have ptsd of that pink/purple hue in the menu, because that's the same color that displays when a shader breaks :P
I really like this game, it's very original, although has some issues. I really think the background elements don't fit that well with the characters, they feel like they're in way different styles. Also I would've loved a beat indicator somewhere on the screen.
Other than these two minor things, it's an awesome game. Audio side it's really really good, and the visuals despite not fitting together are lovely. Good job :)
Thanks for the feedback! Glad you liked the audio :p
Wow! Definitely a winning candiate for me :) Only some minor things like at the beginning I thought I had to pick up some items to fight and that some images cannot be loaded. Still, great entry ^^
Thanks for the kind words :)
Yeah we could have made the goal clearer, we'll work on that in a post jam update ^^
I quite enjoyed this! Reminds me a lot of Crypt of the Necrodancer. The pc didn't always move consistently when I pressed buttons on the correct beats, but I got through the game just fine either way. I found the music in the levels to be a little too quiet, making the beat harder to follow. The animations and character design are charming and the game is fun to play! Well done.
There is a settings menu where you can change the volume settings. If it’s still quiet, I’m not sure that’s an in-game issue… Anyway, thanks!
cool music, very simple concept, well executed. The transitions, and animations in general were really nice. Having an actual settings menu - a neat touch :) you got the rhythm in there for sure. It's not so easy that it's boring, nor so hard it's frustrating (though obviously you won't complete a level on your 1st or 3rd try). You got the difficulty just right :D The design of the levels and characters, especially the protagonist is really cool too! (I love the little bunny ears ^^ ) Criticism-wise, I'm not too sure about the pink... thing in the underground, it looks like a placeholder, so I assume it's that..? You had a tiiiiiny bit of a story/ context here and there, maybe a line or two of dialogue or just exposition could have made the story a bit more engaging (although it still works - you're simply running away from the bad guys)
The pink is part of the tileset — there are no placeholder tiles. Thanks for the feedback!
The visuals are neat, but the rhythm feels very odd. For the first and second level, the player moves on the offbeat, which is not super natural. In the last level, the timing felt really off. I think it's supposed to be on the beat (instead of offbeat as for the two other levels), but I could not be consistent with my moves. I think it need more visual cues of the beat.
The music is cool though, and I really like the fact that you've written backgrounds for the game. On the overall, nice job ^^
The visuals are very well finished, and the set with the menus looks very good.I had a little trouble with the rhythm: if you just want to finish the level, it seemed easier to spam the move keys. Well done!
Enjoyed the game
Glad you enjoyed it
Took me a bit to get in the rhythm, but nice concept! Also, very polished for a 7-day game. Agree with the other commenters, some sort of visual indication of the beat would be nice.
I played the Linux version, worked fine.
Nice work!
Thank you!
Great presentation and interesting enemy movement design. It would help if the beats you could move on were visualized somehow, though. I seem to bounce between being able to move on either 2 or 3 beats of a measure?
Yep, due to lack of time I couldn't add any visualisation. Thanks.
short but sweet game! i would've appreciated a visual meter for the beat.
Thanks! Yeah, didn’t have time for that
I like the idea of three beats to move and 1 beat for enemy! I might use this idea in my game if I know it beforehead lol! But I didn't find the exit... it is a little bit not clear which is the exit and where it it...
Exit is the hole in the ground. If we had a day or 2 more, I would add some visualisation where the exit is. Thanks.
The mechanic is clever and the game is fun when you get into the groove.
I wasn't too sure what the goal was in the 2nd level, I failed several times trying to get to the building on the right before I found what I think was a hole to take me to the next level. I also spent a lot of time trying to walk over the paper and several items thinking I would need to collect them.
I would perhaps reduce the contrast/prominence of some of the decorative elements and increase the visibility of the more important gameplay elements. I always find this GMTK lecture to be really helpful for this topic.
Yes, I agree about the decorative objects. I was also thinking they might be too saturated/contrasting.
And the levels are indeed unclear. All the levels were made during the last hours of the jam, so didn't have enough time to add indication where the exit is etc.
Thanks.
the art style is cool, the settings menu is greatly appreciated, and the music is great!
thanks!
Hey Doc!