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Rhythm of War's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Concept | #17 | 3.571 | 3.571 |
| Use of the Limitation | #20 | 3.476 | 3.476 |
| Overall | #21 | 3.393 | 3.393 |
| Presentation | #22 | 3.286 | 3.286 |
| Enjoyment | #22 | 3.238 | 3.238 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Vansoul, Nubia
Software used
Phaser 3
Use of the limitation
Timing is everything shapes every command. Players tap four notes in time to make their army attack, guard or regroup. Accurate sequences build harmony and keep its bonus active.
Cookies eaten
More than 50 coconut cookies.
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Comments
Very well made, used the limitation perfectly and the concept is very unique, I found myself playing for far longer than I expected to. Very fun to strategize and combine or amass your troops
Nice game! Very unique concept, interesting gameplay and decent artstyle! I really like the main idea and mechanic. Also good progression and game pace!
love the art style, this game reminds me of PATAPON, difficulty is pretty great, it's not too hard, (i suck at rhythm games, although i'd love to play a harder version of this game lol)
gameplay feels very smooth, like butter, i don't think i encountered any bugs, at least there are no game-breaking bugs during my playthrough.
Thank you! PATAPON was one of the first games I played on the PSP, so that comparison brings back great memories. I’m glad the difficulty felt welcoming even though rhythm games aren’t usually your thing—and that the game ran smoothly for you.
I actually considered an easy mode with a lower BPM and a hard mode with a higher BPM. While making the game, I felt that changing the tempo alone wouldn’t make those modes interesting enough, so I left them out. Your comment makes me want to revisit the idea and think about what a harder mode could add beyond speed!
really love the art, i really enjoyed the game but the last boss seemes kinda impossible, maybe a skill issue
Thank you! I’m really glad you enjoyed the art and the game. And it’s not just you—other players have had trouble with the final boss too.
I don’t think I taught the Guard rhythm clearly enough. It’s the intended response to his wide attack, which is difficult to escape with Regroup. If that wasn’t clear during the fight, that’s something I need to improve. Thanks for pointing it out!
very interesting idea, love the art and ui!
Thank you! I’m glad you liked the idea, and it means a lot to hear that the art and UI worked for you!
I think the gameplay is really good and there’s really great potential
Thank you! I’m really glad you enjoyed the gameplay. Hearing that you see potential in it means a lot!
Very cool game.
First of all, I'll have you know, I beat the game first try without reading the tutorial. I'm mostly saying this because I'm quite proud, but I also think you deserve to know that you made one of your players proud. That's something to be proud of.
I really liked the flow of the game, the way your actions are delayed in a non, or at least, less frustrating way.
I like those ranges in which there are attacks which you need to dodge meaning there's a reason to retreat, and when I felt in the beginning that a lot of the runtime there was very little reason to not attack, later I started using a lot more techniques for optimal play. When at first I was like "why did they make this many different types of troops" later they all started to have their place and it made a lot more sense.
It would be cool if there was some way to push enemies back.
Although the music was very simple, it fit the style of the game very well, although I did sometimes lose what the first beat was. I think one instrument that plays one long fading note that resets every round would be nice, like a piano press that's being held down.
Second time playing through I sadly had much less fun, as I could not avoid the attacks of Colossos in any way, none of of the configurations worked. If the radius around him was a bit smaller I would probably have been able to retreat, but as is, he just hits everything meaning the only way is just attacking, maybe I just sucked, I guess I let him get to me too much, but what else am I supposed to do. The guardians also weren't very helpful and started going on their own adventure, even when I did defend.
The flanking unit and the mage enemy were my favorites.
Thank you so much for this thoughtful feedback! Beating it on your first try without the tutorial is impressive, and knowing the game made you feel proud really means a lot to me.
I’m especially happy that the different troops and commands started finding their place as you played. That progression from “why not just attack?” to making more tactical choices was something I hoped players would experience.
Your suggestion for a sustained note marking the first beat makes a lot of sense. I also like the idea of pushing enemies back—it could make controlling space more interesting.
And thank you for explaining what happened on your second run. I wouldn’t dismiss that as you playing badly: retreating and defending should feel like reliable options. I’ll look into the Colossi’s attack areas and the guardians wandering away during defense, because those moments should reward your decisions rather than make them feel pointless.
Really glad you enjoyed the flanking unit and the mage, too. Thanks for playing twice and taking the time to share all this!
The game pieces look simple, but all these little pieces fit together perfectly 👍
Thank you! I’m really glad the little details came together for you. I wanted to keep things simple while giving each piece a purpose