As of writing this, I havent managed to beat the game (I came close though) but wanted to rate it before the jam ends. This is really well made for a game made in 6 hours, I love the sound design, and even fumbling in rythm with the music is fun! Great job!
Play bodge job
Untitled Rhythmove Dungeon Clone's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #6 | 3.000 | 3.000 |
| Visuals | #12 | 2.750 | 2.750 |
| Overall | #12 | 2.675 | 2.675 |
| How well does the game fit the themes? | #14 | 2.875 | 2.875 |
| How do you rate the game overall (you can consider fun, dev time, etc.)? | #14 | 2.375 | 2.375 |
| Gameplay | #14 | 2.375 | 2.375 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long was your dev time?
6 hours-ish
Comments
Thanks for giving the game a go, and I’m glad to hear that you enjoyed it. I also appreciate you making a point of getting a rating in for this game at the last minute :)
Sound design certainly isn’t my strong suit, so I’m pleasantly surprised to hear that you liked that aspect of the game as well.
Anywho, this evening, I’m going to try to clean up the game a bit (or at least get started on that task, there’s a few things I want to overhaul/improve), so don’t worry about beating the current state of the game, as there should be a slightly better version of the game for you try to beat instead in a few hours/days from now :^)
Great idea. Just too hard for me though! Some easier levels to get started with would have been good, like tutorial levels perhaps where you start off just going in a straight line, then a level where you go round a corner, then a level where the skeleton also chases you, etc. The starting level here seems more like a final level!
In all honesty, I had planned to include multiple levels (and the initialization logic for the game level has already been set up to allow different layouts to be loaded at runtime), but I had to cut the whole ‘level progression’ side of things due to the time constraints (leading to just one relatively long level, instead of multiple levels of increasing complexity as I originally intended to deliver)
That said, I do intend to implement this feature once the rating period for this jam ends.
Very cool concept, was definitely challenging at first, but once I got the rhythm pattern it was a fun little movement rhythm game. Good job.
I'll admit this was beyond my skill level. I tried to time the arrows with the move, but it was just too fast.
Fair enough.
The trick is to not rely on the arrow visuals, but to try keeping track of the rhythm (the arrow changes on the beat exactly, but the input window for a direction allows you to be half a beat earlier or later - but, if you’re too late, it counts as being ‘early’ for the next beat, which might be the issue for you).
I did throw together an alternate version of the audio with half the BPM of the version in the actual game, and there is logic in the code for this slower version - but I didn’t get around to implementing a method of toggling the BPM in the timeframe for the jam :p
That said, later on this afternoon, I could build an executable version of the game with the half BPM setting enabled, if you’d be interested. Just let me know if you’re on Windows or Linux and I’ll get it sorted.



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