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A jam submission

Wave-RiderView game page

Ride the waves to shore, While listening to some amazing beats!
Submitted by Cute Fame (@The_RealFame) — 2 days, 24 minutes before the deadline
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Wave-Rider's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#2452.7202.720
Innovation#3242.2802.280
Graphics#3482.4002.400
Theme interpretation#3752.2402.240
Overall#4092.1202.120
Gameplay#4141.9201.920

Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

GitHub repository URL
https://github.com/TheRealFame/Wave-Rider

Game description
Made for the Game-Off Game Jam!

The entire month was made to bring along this short proof of concept mini-game, So I'd appreciate anyone who sat down to give it a shot!

Controls:

Space/Touch

Space(Hold)/Touch(Hold)

Theme interpretation
Before i was setting up the core functions, The first thing I wanted and was thinking about in the prototype phase was riding on waves with the wheels of the bike, That was it. So when the game was being made I introduced the need to hit beats to keep up! So, This game then turned into a rythem game and the rest was found out soon after. (The most impressive thing is that it phrases stepmania files!)

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Comments

Submitted

i thought i am about to dodge those ice berg and make some combos. but still like it

Submitted

I have to say I'm having some trouble getting the rhythm right, but I too had trouble with this kind of thing when exporting my game (which was also made on Godot), with a slightly different behavior on the audio of the exported game versus the game godot plays on my computer when im testing it. But the ideia is pretty good and the music is fire!

Submitted

I thought it was a racing game, but rhythm style is not bad. Pretty cool stuff. 

Submitted

Good job. It's great that you created a 3D project, and the music is nice too. 

Submitted

Very nostalgic soundtrack that I recall hearing, as a rhythm gamer. I had a lot of issues with pressing the Hold notes, they really need to be more lenient when there's multiple Hold notes in a row, or add another key so that you can alternate between them. I maxed out at 130k score and can't get myself to do any more, think I got a lucky run :P Overall very nice!

Submitted

It took me a good 10+ tries before I got the hang of the timing and managed to get a solid 20 or so prompts in. It was an intense little romp once I did! I think a bit more of a tutorial or explanation of how the timing works could go a long way to having more people appreciate your efforts.

I felt strong nostalgia for all elements of the graphics - the bike is really cool in that early 3D graphics style and the environment tickled my nostalgia for 90s and early 2000s screensavers. The music goes really hard right as the game starts. It's not my personal taste in music but it fits the vibe of the rest of the presentation well. Keep it up! 

Submitted(+1)

The art for the game pulled me in and I think that you have a strong idea for a minigame. You had a good implementation of a bit of leeway when it comes to pressing the space bar but I could not figure out the buttons when they said "Hold". I tried holding the spacebar but that would just result in me missing the next input. I'm not sure if you have played Splatoon 2 on the switch but there is a minigame on there that your game reminds me of. This is a link of some gameplay that you may be able to use as reference for your own game.

Developer(+1)

I think I played that mini game before! But, If I were to make the game like that! I would potentially focus less on fullscreening the motorcycles response to input and more on display text on every note press/activity from the player’s gameplay!

Still, I think this isn’t the best I can do if I made a rythem game! So do stay tuned if your interested if I ever give the game a fair port as a arcade game in my actual series 👀

Submitted

I wish the game didn't restart on each misinput

Developer(+1)

Actually, Later on I focused on scoring near the end! Making the game focus on having people learn the controls and fail constantly like other games, So restarting was just the best way to get people back to trying to beat the song!

Submitted(+1)

The timing feels a little off with the music, it's pretty hard to match and I would have loved some sound effects when you press or get it right/wrong - but the music was great and I love a rythm game and how you interpreted the theme:)

Developer(+1)

Dawww, Thank You!

I figure the best way to fix timing would be to work on the mini-game much more to also allow audio offset, But- If I ever added it to my game (Instead of holding off) I may keep it the way it is but try to account for latency on the fly by having the first 3 button presses dictate latency? Alot of ideas I could adopt for its full integration, But I still need to see if it becomes popular enough to take it that far!

Deleted post
Submitted (2 edits) (+1)

Timing is really hard/challenging. Sometime just missing one box removes multiple hearts could figure out the behavior. Catchy music and i get some 2D beatsaber vibes. keep on going