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(+1)

I just tested your game, and I beat it twice(the game, because I've beaten the unruly fans way more haha !
I liked the art first , the characters design and the animation , HIGH KICK ! are fun and well done.
Also the music that of courses make you feel the beat. By the way I laughed seeing some of these attackers wearing "peace ☮" tee-shirts haha !
About gameplay it has been a bit too easy for me, I could have hit perfect kick that could one shot any enemy, just waiting next to the DJ and hit them once. It's good that being on the beat is  rewarded, and indeed the hits that are not on the beat aren't that much efficient. I know how hard it is to have a rhythm game balanced for everyone, this could be really easy for some and really hard for other.
Also maybe you can add some new mechanics, I was expecting the gameplay to change at some points, like new enemy patterns, or new danger for the DJ, that could force to go of the stage and do some action.
Good idea, art, music, and I hope you had a blast making this game and that my feedback can help you understand the player experience :D

(+1)

Thanks for checking out the game! Just realizing, you are on the team that made a music-based action game too - great work!

And thanks for the feedback, I agree! We went back and forth with balancing as even some members of our team found it challenging to get the timing down. We also wanted to give ourselves some wiggle room if there was any performance-related lag on the user's machine.

But if you're used to playing rhythm-based games, then yes it will be easy to get the perfect hits. Going with the theme, if you time your punches together with the DJ's beat, your attacks are stronger ( Stronger Together ). But if you going in doing your own thing brawling, then it's more difficult as the attacks are weaker depending on how close are far you were from the beat timing. We also built-in 3 different lose conditions. 1) If the DJ exits the stage, 2) if you have been fighting them off but the DJ was away from the music for too long, or 3)  if the track finished but the crowd wasn't happy because there were too many interruptions. If this was a fully flushed product we would add different levels of obstacles, more rounds, beat timing changes mid-song, etc. But overall we did have a blast making this game, and hope your team did too!