- Youtube Link / Twitch Link
- Graphics : PSx Retro , generally fine although maybe some things need to be tweaked.
- Animations are really rather lackluster , not matching the 'beat' , floaty, oftentimes too slow (or fast).
- GUI : Pretty minimalist , I presume that at some point the tip window for combos would disappear.
- The bottom right combo menu might do good with a tweak.
- Performance : Flawless
- Music / Sfx :
- Music : A rythm game benefits greatly from a good soundtrack that keeps to the beat, this has neither.
- SFX : Some of it is fine, but largely lacking. Many of the sfx really could benefit from keeping in line with the beat.
- Gameplay : A beat em up rythm game without any of the latter.
- Misc Issues :
- At various intervals I was kind of just floating or levitating , unsure if that was intentional or glitch.
- Notes :
- The dash is incredibly jank, it's near instantaneous with nothing accompanying it, No SFX , no animation.
- Why is the jump so extreme? It's as if we were dealing with moon gravity.
- Why is there a cube following us, why is not some sort of creature familiar , or at the least have the 'stand' you summon replace it , rather than being tethered to it like an umbilical cord
- Enemies are practically a suggestion of danger , I'm not certain I ever took a single hit.
- It feels very slow, that in of itself wouldn't necessarily be bad for a rythm game, but it needs to flow between the highs and lows.
- The orc barbarian is unique , although his beard clips frequently into hisself.
- Final Thoughts : Simply put, this game is in an incredibly rough state and there's little that feels good or fun in it's current state. It's supposed to be a rythm but it really doesn't feel like it in either gameplay or sound design.
Viewing post in Project "Beat Stands" jam comments
Hi Zflocco,
Thank you for trying out the mechanics demo for Project "Beat Stands", and providing feedback for it.
First of all, apologies that it took so long to reply, I've been on vacation, away from my PC, and I wanted to give all feedback the attention they deserve.
Now onto the meat of the matter.
As far as visuals and audio goes, it's pretty much all placeholders. I'm okay at modeling stuff, but horrible at animating (as you've noticed xD); and (somehow) even worse at composing music.
These would definitely need revising down the line; together with the beard clipping, the floating box being replaced with a pet dragon carrying a portable amp, the tether being more aethereal to resemble chains from "Astral Chain" (which is one of the inspirations for this game), and the combo list being toggleable from a settings window (it's permanently affixed there at the moment so that players can more easily see what the combos are).
I'll revisit the jump and the dash; I've been tinkering with them for a while now, and I'll work a bit more on it.
I'll also work on the aggressiveness of the enemies, as well as the damage values associated with them.
Again, thank you for playing the Demo, and I hope you'll give it another shot in the future (when it's going to be in a better state).
Ivan from Sbeve Entertainment