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(+1)

Really appreciated the in depth devlog about the music! There's an interview with David Ogilvie where he discusses how he had to amp the kick drum in "Call Me Maybe" like crazy, this kinda reminded me of that :)  I think you actually could've used an even more aggressive approach to the bass drum. There's something odd about the syncing of the run to the music, in that he seems to be clearly stepping on eighth notes but we get a bar of quarter notes from the drum and when it's finally going to outline the rhythm of the player with some eighth notes the bass comes in at the same time with an eighth note-sixteenth note triplet beat followed by a beat of eighth note triplets... the two against three feel is always a good place to go musically I think, but I think it would've felt more synced up with something like a hi-hat part or even the mostly eighth note melody to be there right from the start. When the snare drum comes in its also outlining triplets, and the stacked chord second melody thing is... also triplet based. Some part in eighth notes would've sold the sync up a lot better. On the visual side that could've sold the sync up better too, with like some dust clouds or more obvious "step", as right now he seems to kinda float just above the level. Actually I'm now seeing from the other devlog that you changed the character speed to not sync anymore, so maybe everything I just wrote is a waste and that's more of the reason ๐Ÿ˜‚still some food for thought I guess!

As far as the gameplay side of things, to me the jump feels very floaty so hard to judge timing properly. I also didn't get the enhance theme from this really. It's still cool to have a complete game here! 

(+1)

Hello, thank you for your feedback.

The main idea behind was to start slow and "enhance" in speed and environment. So the animation was planned much slower and each step was fitting once to the base drum quarter notes. Every level should speed up game, animation and music. Also some visuell effects were planned like zooming out with each level up to make the acceleration feeling more clear.

I did decide for the base drum because the player did move so slow. That indicates some kind of "high weight", like an elephant. Once there was an idea to connect events to every step. That might be some shaking of the ground or the whole view - or that dusty thing you mentioned. Just for the impression that the steps are really powerful. 

But I see what you mean. Faster steps and a lightweight player would have been characterized well by a snare. I did not put any focus on it. It only was some kind of "coloration", I would say.

Greetings

(+1)

Knowing it was composed with quarter notes in mind for the player steps it all seems to fit quite nicely then! :)