Play game
Beat 'Em to the Beat's itch.io pageJam Entry Confirmation
Beat 'Em to the Beat
The Team
https://softsoft.itch.io/
https://dmandy.itch.io/
Other Credits
music - Miguel Bulteau
Leave a comment
Log in with itch.io to leave a comment.
Jam Entry Confirmation
Beat 'Em to the Beat
The Team
https://softsoft.itch.io/
https://dmandy.itch.io/
Other Credits
music - Miguel Bulteau
Log in with itch.io to leave a comment.
Comments
Had to disqualify as it didn't follow the rules "On the itch.io page for your game, the game description should be a maximum of two sentences describing the game in thematic terms (e.g. who the player character is, what they're trying to do etc.). The game page should not be used to provide an external tutorial or guidance for how to control the game." You were meant to teach the controls in the game itself and not use the description page to tell people the controls.
Are you aware that when you disqualify a game we can not see anyone else's rating? if you are not providing a prize I highly advise against disqualifying games in any future jams. I don't care that we didn't get any time on stream because we were disqualified so feel free to "spiritually disqualify" future games; but now I am unable to view the 50 other people's ratings and can't glean any analytics. We chose to enter your jam to learn and without feedback it feels like we wasted a lot of time.
If you had read the rules properly you would understand both the rule you broke, and the fact that there are prizes. The scoring system is meant to determine who wins them. There was a category for deciding if the game was intuitive or not [e.g. "spirit of the rules according to other judges"] but "no controls on game description page" was a very clear explicit rule, and I don't want your other jammers wasting time judging games by devs who decided not to abide by the same rules as everyone else.
The 8-bit river city ransom style setting looked neat, and I think I understand the intent - however I just could not figure it out. I tried to press buttons to the beat in a bunch of different ways, but I couldn't get it working.
Here's a playtest
I like the retro 8-bit style. The idea is pretty good, but I wasn't sure if I was playing correctly or not. It was making sounds as I was fighting, but I didn't know if they were "good" sounds or "bad" sounds! LOL
The idea of beating to the beat is good but I wish there would be clear sign when an attack is correct or not cause I can't tell if I have attacked at the right time or not.
Also it would be better if player is allowed to attack not fitting the beat but instead rewarded greatly for doing so such as triple damage if attacks fit the beat.
I like the idea and the pixel art is well done, but I found it difficult to understand how to play without reading the description. It wasn't very clear that you're supposed to punch in time to the music. I also didn't really understand how the health system works, do you lose health when you miss the beat, or is it when you get too close to the enemies?
i tried for a few minutes on 2 occasions but could not really figure out how to play. Kudos for 8 bit styles that felt consistently 8 bit for sound and graphics!
I had a lot of trouble figuring out how to fight back (I got BEAT bad) despite having trouble with communicating that feedback - the idea of a beat em up rhythm game was a lot of fun to me. nice work working together in pico8 too
I've played osu for so long and I can't understand what beat I'm supposed to match. Can't land a single punch :(
the beep on the off beat is super loud and distracting when you're trying to land on the beat, also maybe don't start against 4 enemies...I also feel the tempo is too quick for your average non drummer
I liked this concept a lot! Maybe the UI could somehow make it more clear you're meant to punch on the beat. Also unfortunately the timing to land hits seems to be off by about an eighth note, which makes it really awkward to do it correctly :(
Cool art style and music give me nostalgia vibes. I had a hard time landing my blows as the game didn't register the contact. At best, I was able to take out two guys before getting knocked out. Maybe start the game with one enemy so we can acclimate to the controls and timing first, before the whole gang shows up.
Hmm didn’t really get this one. My main issue is that the music feels like it’s in a weird/shifting meter, and doesn’t feel connected to the “guide beat”. And then the sound effects on top just add to the confusion.
cool, but the simple button mash could win the game easily,i dont really see the point of using different moves, also impacts on the player and the enemies could be a lot better
the mashing bug is now patched out.
I can't hear anything in the WebGL version? (Chrome on Windows, other games have had audio no problems.)
hmm that’s an Pico8 engine issue, not a bug we can fix. sorry you missed out on the pretty song Miguel wrote
There could be better communication around you punching / only being allowed to punch on the beat. moving the character around felt a bit redundant. I'd simplify and just present one enemy at a time.
how could we better communicate that you punch on the beat? Your team's game was very good at communicating without words so i'd appreciate your further thoughts.
unfortunately the Pico8 has a set number of tokens and we completely ran out so I'm not sure how much we can tune and change but I'd still love the feedback for the sake of learning. thanks!
maybe make your character blink and the color of the blink is the color of the atatck?
great idea! added in v1.3
i really like the art style and the sound, the gameplay mechanics felt a bit repetitive