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A jam submission

dELAUb: Drop 'Em Like An Ugly BabyView game page

Rhythm-Based First Person Shooter
Submitted by Mackaye99 — 1 hour, 25 minutes before the deadline
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dELAUb: Drop 'Em Like An Ugly Baby's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#1764.0004.000
Enjoyment#7053.8793.879
Creativity#19963.7933.793
Narrative#29682.7932.793
Artwork#35453.3103.310

Ranked from 58 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
dELAUb is a first-person retro shooter about counting down to the beat, and lining up your shots with the music. You can't shoot off-beat, requiring the player to keep time, with different weapons having different "beat hits" they come in on.

(Optional) Please credit all assets you've used
MyaMusical:
Composer for Main Menu Theme, Boss Theme, and Credits Track

Iris Eller:
Composer for the Combat track

All other credits in the description

(Optional) What would you like to be called if GMTK features your game?
Mack works!

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Comments

Viewing comments 40 to 21 of 46 · Next page · Previous page · First page · Last page
Submitted(+2)

One of the best entries for this jam I had the pleasure of playing! Good graphics, loved the beats. I am still not sure about the shoot-on-the-beat mechanics, as I don't believe I understood them correctly. It runs well on Linux using Proton, if you are interested, by the way!

Developer(+1)

That's good to hear! I'm glad it runs well on proton, I never got a chance to test that.

The timing window for shooting on the beat atm is very large, as the settings panel and latency calibration had to be cut last minute due to some technical issues, but the general idea is you gotta time your inputs to line up with the music, or they become less effective/may not register. Timing your pistol shots with the rhythm for example, and how the shotgun has a two-beat cycle of shooting and then pumping. The large timing window means its pretty hard to miss though.

Thank you for playing, and for the awesome praise!

Submitted(+2)

Smooth movement, also a creative take to mash rhythm game and shooting together! Feels nice when shooting with the guns! :D

Submitted(+2)

Fun game! Movement felt good. Can't believe you even had a boss battle/big finale. Only complaint is I accidentally glitched out the map at the end, but other than that, really fun!!

Developer

That issue at the end is such a pain because I know exactly what the cause is - and it's due to some optimizations I was originally doing with collision meshes, to target a web build.

And then at the last moment the web build fell apart and I had to pivot to windows, and that collision mesh just - never loaded. And the reset level button also broke so you can't just - restart the boss fight. Agh.

I'm glad you had fun though in spite of the rough edges - thank you for playing!

Submitted(+2)

Very fun game! loved shooting to the rythm.

Submitted(+2)

Rhythm doom. I liked the shotgun - felt nice and powerful

Developer

In true boomer shooter fashion, the shotgun is like hitting an enemy with a truck. I spent a lot of time refining the sound and remixing the filters and such I'd used for it, because I really wanted it to just sound - right.

Thank you for playing, and having fun!

Submitted(+3)

I HATE RTHYM GAMES! BUT I LOVE THIS ONE!. Great job Mack and the composers like Mya!

Developer

Its great to hear you had fun even if this isn't the usual kind of game you play! I wanted to go for something unique - both Iris and Mya smashed the OST out of the park and I don't think it would be nearly as good as it turned out without their work.

Thank you for playing!

Submitted(+2)

Lovely game!! Rhythm games are a tough genre to get the right feel for but I feel like you nailed it!! Definitely will be keeping an eye on this one if it gets finished!!

(+1)

We're planning on making some future updates so yes! Stay tuned :D

Submitted(+2)

First: Doing a Rhythm game for a jam is a mad thing.

Second: SICK BEAT

Third: I'm not a fan of shooters but this game made the shooter part easy to concentrate on the count down and beat count for actions and weirdly this made a shooter I do enjoy! 

Gotta say tho some impact effect on enemies would be nice, some times I didn't knew I was actually hitting the potential ugly babies. 

Developer(+1)

I'm glad you had fun! The two composers absolutely knocked it out of the park, the tracks made are all absolute fire.

This isn't a typical shooter - the beat being 120bpm means people naturally sorta fall into the rhythm, which was something I researched to see how best to implement those mechanics. Getting everything from enemy projectiles, to doors, and even character animations, all to line up on time was not a fun task. It's a miracle I got this done in four days with basically no starting code or assets.

VFX for enemies taking damage ended up getting sidelined by a fairly big issue when trying to package for web. It ended up not making the cut - and its one of the  things I plan to implement next, alongside some bug fixes and quality of life features.

Thank you for playing!

Submitted(+2)

It's beat saber meets quake - action packed, tight music - this was a blast!

(+1)

Thanks!!!

Developer(+1)

I'm glad you enjoyed it - thank you for playing!

The composers both utterly cooked with the tracks, and it wouldn't be anywhere near as fun without them I feel. They knocked it out of the park.

Submitted(+2)

I liked it! I really did like it. It reminded me of doom eternal honestly. The final boss fight was very hectic and cool! The music is bopping and the art and particle effects go crazy! I really have no clue how you guys made this so fast!

I do have a few critiques though... I think it would be better if you had to *actually* time the shots on beat. There is nothing stopping you from just spamming click right now! Maybe it isn't what u were going for, but I would love if this game was more like a rhythm game! I also thought the music during the boss didn't have a very obvious beat, so it was easy to lose the rhythm, I kinda had to just use my internal clock during it. Also, I feel like the smg was just slightly off beat? Like it felt on beat and off beat at the same time... idk really. 

Other than that though I had a lot of fun, great job on this guys!

Developer

The shot spam thing is definitely an unintended side effect of having to gut my settings menu hours before the jam due to some issues - originally the beat window was a lot tighter, but when I had to drop calibration I made it bigger to compensate and - made it too big. Whoops.

The SMG is definitely the weakest of the weapons in terms of timing, so I'm planning to overhaul it and maybe turn it into a burst fire weapon of sorts, where each shot on beat fires  a volley off, instead of the auto-spray it has right now.

The two composers absolutely cooked, they did so great with the music, which gave me more time to make the visuals and game flow. It's honestly a miracle I got as much as I did done in four days' time, without them doing music I don't think the final thing would be anywhere near as good.

Thanks for playing, and good to hear you had fun!

Submitted(+2)

I love that everything in this game is in sync with the beat - the shooting, the door animations, the enemy attacks, even the pickups! Obviously, the composers COOKED with the soundtrack.

If this were to be expanded into a full release, I'd be interested in a visual style that takes inspiration from a niche boomer shooter called Reaver (title is in all caps). That one also happens to have a UI and environment that moves to the beat.

Developer(+2)

Reaver has a really cool aesthetic - I could definitely see something like that working.

One thing I wanted to do that I ended up not being able to, was have numerous different objects in the world that all also moved to the beat, like props on the wall and such. Annoyingly ended up having to cut that though for time - but I definitely wanna have way more stuff that moves and bops in time to keep the tempo going.

Thanks for playing, and its awesome to hear you had fun with this one!

Submitted(+2)

Feels good to see some Hi-Fi Rush inspiration, this game felt really fluid and responsive to the beat clicks. Like the previous comment, at first I also didn't realize even the projectiles moved on beat! Such great attention to detail! The enemy AI feels okay, although during the Princess 2nd phase it sometimes looked like she was teleporting to me? (That might be just an animation error, or another on-beat mechanic I didn't understand) The fight was fun overall!

I'm kinda sad there weren't more movement mechanics (I got super excited when the description mentioned Ultrakill), there could even be some cool stuff for timing jumps/dashes on beat. Don't think of that as a complaint, just a suggestion. This game is so beautiful for a 4 day project, it's genuinely hard to say anything bad. Great work by everyone on the team!

P.S. I assume the thing in the top right is an FPS counter. You should probably put a cap on that. It was reaching 600-800 for me and the pc fans were going crazy.

Developer(+1)

Princess does actually teleport! She gets a new attack in phase 2 that lets her do a bar-long teleport lunge at you, if you're too far away. Her AI tries to choose the best attack pattern depending on your playstyle in response. She gets a few new tools to use as the fight progresses to spice up phase 2 some. It might be getting lost in the chaos of that second phase fight though.

That dashing mechanic you suggested was also something I am considering adding - but ended up cutting for time in order to refine the initial movement in true boomer shooter fashion. Jumps initially WERE gonna be timed too, but the input just felt weird, so I ended up instead trying to make their hold time synced - so you jump whenever, but will start falling when the beat hits. It's - hit and miss, though. That FPS cap thing is an issue that came up due to last-minute moving to windows from web, meaning all my settings stuff just - broke. I forgot to put in a cap on it, and it's one of the first things I plan to do post-jam, alongside some bug fixes.

I'm glad you had fun with this! Our team was super crazy given it was me and two composers, but they absolutely cooked up a fire soundtrack that I was able to do justice. I'm super happy with how this turned out for a four-day game jam, especially given I had to hand animate stuff for all three enemy types to fit the beat on their movements.

Thank you for playing!

Submitted(+2)

If I really wanted to leave a review on this I'd yap too much so I'll try and spare you some of that. First contact with the game felt really great and the OSTs (composers cooked btw) although quite varying across the game had a certain common beat I could trust during combat, where the point is to consume actions by timing them right.

The controls felt satisfying, fluid and immersive, and I think there's potential for a VR version of this game. I liked how the enemy AI was really simple when you just look at one of them separately, but then as a crowd they coordinate to create misery for the player: you actually have to choose the right weapon according to the situation, and the positional combat style reminded me of some old Call of Duty games. It wasn't until the Princess boss fight that I realised: the projectiles were not lagging on my device. They were actually stepping according to the beat. In fact almost everything in the game steps according to the beat which is awesome. Couldn't beat her second phase yet but that feels manageable with a bit more practice. I quit trying today when at one of those boss fight attempts, I fell through the floor at a map corner, and so I couldn't fight nor die so I had to quit, which wouldn't be so bad if it did not kill my save.

Oh and did I mention the composers cooked?

Developer(+1)

That boss fight issue is such an annoyance, because I deliberately added a button to reload the current section for just that problem - in case something like, say, a last-minute technical hitch caused walls to lose collision in that arena - and that button ALSO happened to just bind to the wrong thing and just restart the game. Yay.

Getting as much as I could synced to the beat to really drive the action was a high priority for me - with enemy attacks and animations, including their actual walk cycles, all being synchronized to step/swing/act on time. Projectiles was a fun one to do - even with some projectiles like the Heavies' plasma cannon that moves faster, they all tick on each beat. Doors also open and sync to the beat, and I planned to have environmental props that did the same but ran out of time due to last-minute technical issues.

The composers absolutely cooked, and put in a ton of work making sure the common beat was there under the hood, so that - without any visual cues, like the UI and the world - you can fall into that flow and just vibe through a fight. 

I wanted each weapon to fill a niche in the sandbox, so while you can just take a shotgun and rush a Soldier to Drop 'Em, picking a pistol and popping him from afar might be better.

I'm glad you had fun with the fight even if that last area is a little bit rough. Thank you for playing!

Submitted(+2)

The guns sounds where off time a bit, and the lack of sensitivity and camera settings made it rough to get through. I understand a game like this is a lot so it's gonna be a rough first demo of the idea.

Could be cool to like... reload in time too. I felt like there was an idea of a parry (the enemies flash when they do the melee attack). Things like this could make the game more engaging for sure!

Developer

Settings are definitely high on the priority list for this post-jam, as it was one of the things I wanted to get in that I wasn't able to due to some technical issues. This meant the timing window for guns got MUCH more forgiving, so that even if you're fairly early or late, you still get a chance to shoot instead of missing the beat entirely.

Stuff like graphics settings, audio settings, and some way to calibrate your latency window are gonna be things I work on first - alongside retooling the melee to be more useful as a parry mechanic. The enemy flashes are more attack indicators at the moment, but making some kind of parry system that consistently lets you interrupt them is something I definitely want to experiment with given more time.

Reloading is actually a mechanic I was considering implementing, but cut for time to keep the boomer-shooter feel, but having some kind of timed and staged reload could be pretty neat to do, especially if you can time a second reload hit midway to speed-load quicker, or some kind of rhythm mechanic for it. That could definitely slap.

Thank you for playing, and for your insightful feedback!

Submitted(+2)

I LOVE the idea of a rhythm based shooter, actually reminds me of another game with the same idea (forgot the name), unfortunately i wasn’t able to experience this glorious entry to the fullest as i was running it at 20 fps-25 fps T~T it was a really fun play, if you were to add another weapon i’d suggest the burst AR as it’d really go hard with a game like this, to me the only viable weapon was the shotgun as everything else felt like throwing pebbles at a tree, other than that I love the gameplay (even tho i was 20 fps) and of course banger soundtrack ^V^

(+1)

yeah the smg will change to burst fire in a post jam update. Thanks for playing!!! Super happy you enjoyed the soundtrack

Developer(+1)

Both BPM and Metal: Hellsinger come to mind as two good rhythm based shooters, with the latter being inspiration for this one alongside Hi-Fi Rush. I'm sorry to hear it wasn't running too well for you - some optimizations might have fallen flat at the last hurdle due to having to pivot from a web build to windows rather suddenly near the end of the jam.

As Mya said - the SMG is probably gonna become a burst weapon, as I think it'd fit the vibe like you said a lot better. The pistol might also get tweaked and rebalanced a bit, so that each weapon can fill it's own specific niche in the sandbox a bit better.

I'm glad you had fun! The soundtrack is fire, and both composers absolutely knocked it out of the park.

Submitted(+2)

Concept is creative and it immediately made me interested when I read it
Gameplay is nice but having an SMG kinda defeats the whole purpose of the rhythm thing. Also wish you could sprint
Lighting and enemy animations could be better
Menu music sounds good

Overall good game nice work ^^

Developer

The lighting was a stylistic choice, to try and echo those old-school Doom 3 and F.E.A.R. harsh shading models, and the animations were also made to sync to the beat by hand as I couldn't easily modify existing files to hit the mark - with more time, they'd definitely be more polished, though they're certainly the two rougher aspects of the game.

The SMG is something a lot of people have mentioned - and while it fills the rounded-out role of a crowd cleaner, it's probably going to be retooled into a burst fire weapon of some kind, to keep the necessity of clicking in-time still to really drive that energy.

The two composers absolutely cooked with the tracks they made, for sure. I'm glad you had fun with this lil four-day project in spite of it's rough edges, and thank you for playing!

Submitted(+1)

the rhythm felt a bit too easy, and the enemies felt a bit too hard, maybe cause I don't play these old type shooters, but it felt good to play for sure, other than dying to the green keycard room 3 times...

ALSO! THE MUSIC IS WAY TOO LOUD! I HAD TO OPEN SYSTEM SETTINGS AND SET IT TO 6%!!!

(1 edit)

SO SORRY yeah we were going to implement an audio slider but time crunch made it really hard to get the QOL implemented (It will be first up on a post-jam update though!). I hope the music tracks themselves were fun for ya tho, had some good fun cooking those up for this jam

Developer

The audio settings is such an annoyance - because I had to cut them last minute due to some problems that meant they just didn't work, and I ran out of time fixing them, which is super annoying. These changes also meant that I expanded the beat window a bit to make it easier to play and compensate for no calibration settings.

It's good to hear you still sorta had fun though, even if it's not the kind of game you usually play! Thank you for the feedback.

Submitted(+1)

I'll try it again later, maybe I'll get a skill boost overnight? haha

Submitted(+2)

Very fun game, and well executed overall. Some sounds don't quite line up with the beat, which caused be to avoid using that gun since it annoyed me, but everything else was excellent, and enjoyable.

I think it would be cool if there were some more movement options/actions that could be executed on beat, for example a slide. Just to add to player expression and playstyles.

The music is great too.

Overall excellent submission, that should be getting a lot more attention.

Developer

Thank you for the kind words! Some of the sounds not lining up is a weird one - which weapon was it that was happening on mostly?

There is a safety feature where if you fire a bit late on the beat, but not TOO late, it'll still let you shoot so you don't need laser-perfect timing, but it might be a bit out of wack as I had to readjust settings last-minute to compensate for no sync settings. This might be causing that a bit.

There also might be a timed dash in a later build - but that's still up for debate. For this build, I wanted to really lean into the boomer shooter feel of basic movement, but extra movement options could be cool to have.

Thanks for playing, and thanks for having fun!

Submitted

The submachine gun is slightly out of sync. That's the only weapon I had issues with. I was definitely shooting on time, it was just very slightly off. Like it sounded like it was trying to line itself up, but it doesn't quite.
I am EXTREMELY ocd when it comes to rhythm, so this issue probably only affects me... >.<

Pretty minor to be fair, just thought I'd mention it.

Submitted(+2)

This game takes so much inspiration from BPM and I absolutely love it. Not only is it snappy and powerful like a shooter should be, but it's got me grooving as well!

Developer

I've never actually played BPM, but I've played Metal: Hellsinger, Hi-Fi Rush, and a few other similar titles, so I know what it's putting down. I'm glad this four-day prototype manages to channel that energy well though, and that the execution mostly lands.

Thank you for playing!

Submitted (1 edit) (+2)

Dude, this was so fun! Put my own rhythm game to shame. I don't usually play shooters, but to my untrained eye this was great! So satisfying to use the different guns with different beats, especially the shotgun. At first, I was a little concerned with the machine gun being too op, and then the final fight happened and understood. Though I do wonder if that gun could have more player input beyond just holding down, so that its more aligned with the beat.  The other issue I had was that I managed to walk off the edge of the map and fall into the endless void in the final fight, so I'm gonna have to replay it to reach the end for real. But honestly I don't even mind that much since I get to experience it twice! Congrats!

Developer(+1)

Getting all the weapons to sync up was definitely something I wanted to get working, and I'm glad that it was satisfying and worked well! The SMG is definitely the weaker link of the three, and there's currently plans to turn it into more of a burst-fire weapon post-jam, with each beat hit firing 3 or 4 shots instead of a hold-to-shoot as it is right now.

That map void issue is actually one of a few bugs that happened last-minute due to having to switch from a web build to windows - the other annoyingly being the restart button takes you to the main menu instead of loading the current level again. Which - naturally - is a really annoying combination.

Thank you for playing! I'm glad you had fun!

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