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(1 edit) (+2)

I am not very good a rhythm games, lol.

This is a cool/neat idea, but I think the execution hurts it in a few ways, one, the song gets really hard really fast. If you like Rhythm games, that may be nice, but it overwhelmed me personally. Also, the screenshake makes it hard to keep up with notes, and the song gets very busy as it goes on. Maybe making just the buildings that got hit shake might be less chaotic?

That being said, the art is on point, and I’d love to see more of this with some time for tuning the tracking to be less of a difficulty cliff.

(+2)

thanks for the feedback! The music was composed as a march around average tempo, which was timed to Buzzobeast’s footsteps, so I didnt think it would be too fast. Then i realized that the patterns the buildings are being hit at were actually all the percussion hits, so it went from being reasonable to second level beat division speed lol. 

(1 edit) (+2)

Cool to hear behind the scenes a bit!

In the future, you could always introduce one instrument at a time, some of the percussion isn’t quite as fast, or have one hit for a section of percussion at first. Though that probably gets harder to implement from a music playback perspective, the more you have to slice up your audio to pull things off

(+1)

Yeah, I composed that with some of these things in mind, but in the future would definitely dial it back more if the instruments are all manually played. Thanks for playing!