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A jam submission

Project "Beat Stands"View game page

Rhythm Based Character Action
Submitted by SbeveEntertainment — 6 days, 16 hours before the deadline
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Project "Beat Stands"'s itch.io page

Results

CriteriaRankScore*Raw Score
Art / Graphics#1413.1303.500
Overall Fun#1522.9073.250
Sound/Music#1802.4602.750
Controls / UI#1852.4602.750

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Ai Usage

Human made

Genre

Action

Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing

Rating

Family Friendly

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Comments

Submitted

This was a fun kind of Hi-Fi rush vibe! The combat was neat, and I enjoyed the combo system.

I'm not sure if I understand the need to put away your weapon and take it out - I think the game could potentially be streamlined to just have one state for your character, but I could see that changing if you included multiple instruments to switch between.

 As this is a rhythm game, I feel like it kind of lives or dies by it's music, so it might be nice to add some variation to the sounds that play whenever you are attacking - when you switch back and forth between heavy and light attacks the audio sounds a bit repetitive. This might also be solved with fuller background music instead of just a beat, but I'm sure that is something you're actively working on. As of now, though, the combat is pretty fun :)

Other than that, there were a couple times when the characters in the game said to use the left trigger when it should have been the right trigger, and I think I broke the sequencing at some point during the demo - I accidentally went the wrong way and got very lost at the end.

 I really like the aesthetic, though, and I could absolutely see this becoming something cool. I'm a sucker for a fake MMO, so knowing that's the universe of the game is also exciting. I need to try your other project in that world!

Played it a bit on stream around 2:30:10

Developer

Hi Cinnature,

Thanks for trying out the (very early) demo, and I'm glad that you found it enjoyable.

Music wise, composing is one my weaknesses and making better tunes is definitely something that I need to work on (and/or hire someone to do it in the far future once release becomes more than a glimmer in my eyes), which I know is ironic for a music-centric game xD

Gameplay wise - equipping and unequipping the instrument is a way for me to play around with having (future) exploratory elements in levels that would be separate from combat elements; and each instrument that I have planned for the game will have a different set of functionalities for that.

But I do understand that it's quite unorthodox to not have your weapon equipped in a game that primarily focuses on combat :D

I'll double check the controller mapping, as I probably made a mistake about which button does what.

All in all, I'm glad that you found the idea interesting, and once again thank you for trying out the demo.

I hope you'll give the game another shot in the future, once I've incorporated the feedback I got so far.

Ivan from Sbeve Entertainment

Jam Host

Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!

I love a good rhythm game, especially if it's doing something different. This certainly qualifies as an action game.

As requested, I won't speak on the visuals or audio in the game. I'll focus on the gameplay and the general feel. However, I need to note one thing: the font you have is a bad choice. As a bitmap font, it's very hard to read. If it was a normal font with anti-aliasing, it'd be fine. I recommend either changing it or letting the text have anti-aliasing despite the visual style you seem to be going for.

Okay, onto the stuff you want covered. The first thing I noticed was that the game tells the player incorrect controls. The game tells me to use Left trigger for dashing, but I found it was the Right trigger. It also tells me to press Up on the D-Pad to summon my mandolin, but it ended up being Left. I also wasn't sure if the commands for changing targets were working correctly, but I found the descriptions of "L2" and "L3" to be confusing. Normally, "L2" would be... Left Trigger. Y'know, the one the game said was to dash. Speaking of controls, I want to recommend adding native support for non-Xbox controllers. While having the game on Steam does mean it'll benefit from Steam's design already giving some support, what it ends up doing for something like the Nintendo Pro Controller is invert the buttons to match the letter facings rather than the directional facings. So while you designed it that the player pressing the bottom face button to jump, it becomes the right face button if I'm using a Pro Controller. Having native support means you can control this directly and ensure you can make the controllers use the correct face button you want.

My general experience is that the controls are very sluggish and floaty. It feels like the game is very slow to respond to my inputs. This is especially true with the dashes, where I can absorb a very clear delay between when I press the trigger and when the dash goes off. While the sluggish and floaty feel isn't inherently bad (as enemies are also subject to sluggish movements), I feel like the dash having such a huge delay is bad. Plus the dash is just so fast by comparison. I wonder if it'd be possible to make the game less sluggish but keep some of the floatiness.

In terms of gameplay, I'll admit I didn't get far. I did love the use of timing my button inputs to the beat to deal better attacks., though. It felt really good and somewhat relaxed. However, when I got to the point where you recommend using the hook, I found it just wasn't working. After falling into the water twice, I suddenly lost the ability to summon my mandolin. At this point, I decided to call it. While it wasn't far at all, I felt like I already had enough that you could address for your next build.

All in all, I want to see more of this. I want to see where this goes. Please keep me up to date!

Jam Host

I'm slow at this but here is the VOD: https://www.youtube.com/watch?v=M3O1JNKNees

Developer

Reply

Hi Hythrain,

Thanks for playing and covering another game of mine (you reviewed "Meowstery of a Growing Aurora" a year or so ago), I really appreciate it.

As far as the font goes, that's very fair, I might have gotten ahead of myself with trying to set the tone, and didn't consider how legible it is.

I'll double check the control mapping/display, and I'm sorry that I messed up which input does what (and I'll look into making the controls re-bindable, right after checking the save/load bug, which most likely caused you not being able to summon the Mandolin Stand after dying).

I've also been investigating adding non-Xbox controller support, but I've yet to fully figure it out, since UE doesn't support all controllers natively (which is bizarre to me, but I'm sure there're licencing reasons or something).

Gameplay wise, the start of the level is set to 100BPM; which is most likely why it feels very sluggish, and there being a delay between button press and an action occurring - since everything is on beat. Perhaps I should have increased the BPM after the first encounter, so that it's not 100BPM until the boss fight.

Regardless, future updates will have faster areas, so that it doesn't feel as slow as it does now (for both the Player and the enemies).

Again, thanks for trying out the demo, and giving much needed feedback.

I hope you'll give the game another shot in the future, once I've incorporated the feedback I got so far.

Ivan from Sbeve Entertainment

Jam Host

"Gameplay wise, the start of the level is set to 100BPM; which is most likely why it feels very sluggish, and there being a delay between button press and an action occurring - since everything is on beat. Perhaps I should have increased the BPM after the first encounter, so that it's not 100BPM until the boss fight."

I'm actually referring to when trying to press them on beat. I would press in what felt like in time but was always slightly off.

(4 edits)
  • 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. 
Developer

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