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A jam submission

Dare to DiscoView game page

Dance as much as you can!
Submitted by Donian — 10 hours, 32 minutes before the deadline
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Dare to Disco's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#324.0294.029
Enjoyment#334.2064.206
Innovation#803.8823.882
Overall#863.8333.833
Gameplay#933.8533.853
Visuals#5593.6473.647
Theme#5743.3823.382

Ranked from 34 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does the game fit the theme?
In order to get the most points possible you need to step on as many tiles as possible, but doing so would risk not making it to the next beat in time.

What code and assets did you not make from scratch during the jam (if any)?
The songs and art, links to which can be found on the itch page description.

How many people worked on the game?
1

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Comments

Viewing comments 27 to 21 of 27 · Next page · Last page
Submitted(+1)

Really sick, first rhythm game I've seen in this jam. Admittedly took me too long to realise that I don't also have to step on the beat lol (brain damage from necrodancer)

Submitted(+1)

Really good! I love the dancing animation, and the core gameplay is fun as well. I do think it would be a bit better if taking steps in beat was incentivized, or even forced. That way you could more easily link the blue squares landing on the beat imo. That would also allow for different time signatures in songs leading to more interesting gameplay! You could have levels that force you to move in different subdivisions, like eighths or in threes or something, and paired with time signatures, you can have really interesting levels! You could even do more interesting patterns where you have to take steps only on certain beats, so for example if you are doing eighths (in 4/4 time) you could do a walk sequence like:
step x step x step x x
(x's are pauses)

I rambled on a bit but that's only because the base is so cool, it got my mind racing :D Congrats on the entry!

Submitted(+1)

I read the instructions and somehow STILL forgot to press shift/space/click to actually hit the beat *facepalm*

Anyways, this game was very fun! I like the hectic gameplay of having to get from one cyan tile to the next in time, but I mistakenly thought that the movement/hits had to be in time with the music (à la Crypt of the Necrodancer). This isn't really an issue with the gameplay itself though, just more to do with calling it a rhythm game because the music isn't really tied to the gameplay all that much (besides song length), which is the opposite of what you would expect in a rhythm game. I don't know what else you could classify it as, but I would just keep this info in mind for tagging in the future so as to avoid confusion (but it's really just a semantics thing).

That being said, you did a really good job on this one and I commend you for a) attempting a rhythm game for a jam and b) doing this as your third ever game. Well done!

Developer(+1)

Glad you had fun, thanks for the notes! I consider it a rhythm game just cause the beats are meant to match up to the song, but some of the other comments have told me I did a bad job at that so whoopsie. I've already added a line to the tutorial in the post-jam version to make it clearer you can move free of the music.

Also for the sake of fairness, I'd like to point out this is only my third game in Godot specifically, I've made some before using PyGame

Submitted(+1)

Never played yakuza so this was neat to see! In that game can you hold keys down to repeat them or do you have to individually tap a direction for each space you move like in this? It definitely created a really chaotic feeling and a bad auditory environment with my clacky mechanical keyboard to have all these random non-beat-related sounds happening. Would’ve loved being rewarded for only moving on the beat or on subdivisions of it, though I like that there is strategy in routing and trying to get as high a score as possible.

As a musician I found it pretty frustrating that the relationship between the beat and the square closing in didn’t really closely synced. Sometimes it’d be on the far front of the beat and sometimes on the back of it, sometimes on a downbeat, sometimes on the offbeat, sometimes something in between? I think the square works okay as a signifier of where to press but I feel like it could be made more visually clear, like maybe an equally expanding square from the center of the tile so you press when the two meet. A calibration mode or more forgiving perfect timings I think would’ve been a huge help.

Rhythm games are always a huge gamble and hard to pull off even with infinite time, so it’s always ambitious during a jam. Pretty solid given that, good work! :)

Developer(+1)

I honestly don't remember how it works in Yakuza, but either way the optimal strategy is to tap repeatedly because it lets you get more tiles faster (for instance pressing D, W, A in quick succession would get 3 tiles and takes about as long as just pressing W for 1). For the post-jam update I'll see if I can add holding keys in a way that doesn't feel too slippery.

As for the music, it was definitely the toughest part because I'm not musically inclined. In the jam ver, only "beach dance" and "encounter" use a repeating pattern of notes (as in they have a note every X frames through the entire song) while the others I tried to map myself. I tried to map them such that there'd always be something audible matching the note, but it's a shame they've ended up so inconsistent and I didn't even know. For the post-jam update I'm adding more visual effects to the blue square at least so it should be clearer when the timing is, and I've added a few more frames to the GOOD and BAD windows post-note.

Submitted(+1)

I remember seeing your game in the discord chat and it's crazy to see how good it came out! I really love the vibes, although clicking space when on the right square felt a bit unnecessary and took a little getting used to. Overall, amazing game, especially given that this was made solo in only 7 days!! :)

Developer(+1)

Could you expand on what you mean by pressing space being unnecessary? If you mean that you shouldn't have to press space at all, wouldn't that just remove the rhythm & combo aspect? And if you mean you shouldn't need to go to a specific square, wouldn't that just remove the risk & reward aspect?

Submitted (2 edits) (+1)

Yeah, I was a bit confused by having to press space, but there wouldn't be a rhythm aspect without it, so I guess you could  just say it was a skill issue on my end. And I didn't even struggle with it that much, it only took a couple of beats before I got the hang, so it isn't even that hard to learn. Sorry for giving you the wrong idea!

Submitted(+1)

Such a fun game! How you incorporated risk is really interesting. Nice job!

Submitted(+1)

Please add a leaderboard into this. Such a fun time. I had a blast! Great job!

Developer

Ah, good idea, I'll put it with saves & custom songs on the list of things to add when I've learnt more Godot (or things to add to learn more Godot)

Viewing comments 27 to 21 of 27 · Next page · Last page