Play Sinking Relationship
SS Relationship's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall fun and playability | #59 | 1.940 | 2.000 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme incorporation
Takes place in a 'Sinking Relationship' that is literally a spaceship. There is also a chicken.
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Comments
Interesting idea! I included it in my compilation video series of all of the games from the Dungeon Crawler Jam.
Unfortunately I had absolutely no chance in the rhythm game. It both needed more visual feedback on when I was supposed to press and it had much to narrow tolerances on what constitutes as “on the beat” for it to be accessible to me.
So I hardly got to experience anything of the game.
The visuals looked neat, especially the effect when activating the computer, and I was intrigued by the promise of the crashing relationship.
Playthrough: https://youtu.be/sFfE7_GjHz0
Innovative idea for a theme and the visuals work well. Cool to see rhythm based combat but, as many have mentioned, I really struggled with it. I think more feedback would have gone a long way to helping me out!
The visuals are good, I like how the flesh changes to the clear tiles. The combat dont really make sense, sometimes the dodge works but other times it does not despite pressing the correction direction. But the game was interesting and nice, and still works well with it.
My speakers were so low I didn't even realize there was a beat until I read the game page. (A recurring issue on my part.)
Once I knew what to do the game was fun enough. The outline for everything is there, and it was pretty satisfying to activate the consoles and purify the area.
I'm not ssure if I would have beat the game in 5 minutes unless I knew exactly where to go, Thankfully, the timer funning over didn't trigger a fail-state, and I got to the end.
Here's my playthrough. I cut out most of the floundering.
The visuals were good, but I couldn't read the text for some things due to the text and background both being white. While the combat was rough, I do like that you tried something different with it! I think Jams are a great opportunity to do stuff like this, so I hope you finish it post jam!
I really like the flesh to tile transitions.
Hard to move around and the combat was impossible, but still there is an original flavour to this game. Well done!
I completed it! I'm not great at rhythm games but I got through it and even had a little jump scare there with that spooky chicken in the ducts.
It was tough to tell if I was doing the rhythm correctly, there's not a lot of feedback when you do things and I almost would have preferred some music but it's a jam, so I understand. Also was there a light mechanic or something with the computers? I thought that was neat, but could have been explained better.
I recorded my gameplay here
I won, twice as I wasn't sure I did the first time.
I think what confused everyone is that you have the full duration between two beats to press the dodge key, at first I was trying to time it on the beat instead and then got hit half of the time.
I think the game is super fun and would have gladly played an extended version of it. The atmosphere is cool, I like both the flesh and even more the cartoony style of the items although they probably don't fit perfectly together. The movement speed feels right, just slow enough for the atmosphere it tries to render but fast enough that it doesn't become annoying. The dungeon layout is cool with the keys, the time pressure is real, I like the set of consumables, the combat system is fun and the difficulty is on point in the context.
Cool one!
Played sever time to try to get passed the enemies. I got to the chicken as best. The combat system is hard to understand. I keep dodging but get hit anyway. Not sure what I did wrong.
Very nice very scary, i got jump scared so many times even with the lights on. It was a very meaty experience.
Very neat game! I loved the rhythm-based combat, It took me a bit to understand what was going down but it was very satisfying once I figured it out. Others mentioned that the timing appears tight but I don't think that is what is going on. After some experimenting it seems like there is a delay from when you are supposed to press the input and the appearance of the UI arrow on the screen. If you wait a second after the arrow appears I was able to get it every time. Also, I think after you die it should restart the game because I originally thought the first enemy was all the game had to offer since it said thanks for playing and showed the credits after I died. As for the movement, it was a little slow for me. I think the movement would have felt a lot smoother if you queued up an extra input or something. Finally, personally the music got a bit annoying after a while, a volume control would have been appreciated. I liked the concept overall, great work!
The rhythm fusion seems to have been quite popular this year and I really dig it. But the timing here was VERY tight. Took me several tries to beat the first mob and I think I gimped myself on the chicken by taking the slow-down pill. Or maybe that was the idea. The thoughts behind the entry were good, but the presentation could be improved a little, as archm touched on the subject already. (I really enjoyed the subtle nods to a tense/toxic relationship, like what happens when you want to use the keys and you're not at the door).
It's cool to see another rhythm game out. You need to include a bit more feedback on button presses/timing for the player to understand what they're doing (sfx, visual cues, etc). I fought the first enemy 4 times before I figured out how to dodge. Art is a bit all over the place: Cartoonish items, rust/gore walls and enemies - except when you reveal the sterile ship under it, and all of this is a metaphor for a dying relationship. Maybe embrace the mixed media approach and do something like https://store.steampowered.com/app/2134320/ENA_Dream_BBQ/. I didn't hear any music - just the heartbeat. I recommend using some industrial noise at least, something like Akira Yamaoka. UI is minimal - I recommend using a font other than Godot's default.