BEAT KILLER by Dragojt
Theme: Combine 2 Incompatible Genres
RYTHM GAME + METROIDVANIA
Beat killer: Use the melody to kill. Attack getting the arrows when they fall.
You must escape! Find the notes to destroy the barriers with the same color!
This game based on other ones like Metroid, Megaman and Dance Dance Revolution is an original game made in 72h by Palanqueta Productions
Palanqueta Productions Team:
Chumasquito: https://twitter.com/chumasquito?lang=es
Jowent: https://twitter.com/_jowent?lang=es
Everything was created from 0 for this game. We used:
GameMaker: Studio
Medibang Paint Pro
Adobe Photoshop
PaintDotNet
BFXR
BeepBox
Audacity
Hope You Like Our Game. We think we've made something new and catchy :)

| Windows | https://goo.gl/qr63jv |
| Windows | https://jowent.itch.io/beat-killer |
| Original URL | https://ldjam.com/events/ludum-dare/41/beat-killertm |
Ratings
| Overall | 841th | 3.198⭐ | 55🧑⚖️ |
| Fun | 819th | 3.046⭐ | 56🧑⚖️ |
| Innovation | 533th | 3.415⭐ | 55🧑⚖️ |
| Theme | 463th | 3.755⭐ | 55🧑⚖️ |
| Graphics | 770th | 3.16⭐ | 55🧑⚖️ |
| Audio | 486th | 3.142⭐ | 55🧑⚖️ |
| Humor | 912th | 2.238⭐ | 44🧑⚖️ |
| Mood | 913th | 2.87⭐ | 52🧑⚖️ |
| Given | 54🗳️ | 70🗨️ |
https://ldjam.com/events/ludum-dare/41/hype-time
Very interesting combination, kind of like crypt of the necrodancer but side scrolling and real time :) I liked the artwork and sound, simple, to the point, and coherent. There could have been more variety with the enemies/map but the basic game was solid. The rhythm arrows seemed to be pretty accurate with the beat as well so good job!
You should've put every arrow in its own column to make it less confusing.
@sun-parlor-studios True, but it was hard to think all of that during the jam hehe
@bobismijnnaam thanks for the note, i'm changing it right now. @chumasquito programmed that arrow accuracy, it was hard to make it for all screen resolution :)
@bar0net Yeah, we tried to restart the game in the same level, but we forgot at the end
@akand Thanks a lot! :)
@sintel In this way is harder haha
Thank you all for feedback :)
Allow me providing a level design tip:
Considering that at the begging of the game play, the player is still discovering the game, first encounter with an enemy should be placed in the easiest situation possible, in this case, at flat place.
In your game, the flat encounters were in the end of the game, when the player has a better ability to deal with difficult such as fighting in a hill.
A second suggestion I would like to make, is to create some delay between the camera and the character. Every time I jump, the camera moves too fast, dazzling a little bit the player...
I would really appreciate if you guys could check and rate my game too: https://ldjam.com/events/ludum-dare/41/not-yeti
Thank you!
The music is cool, maybe a little too repetitive. Maybe you should make something like when we attack, an other instrument play the melody, or add something to the music, it could be awesome I think. The graphism is polished, but I was just surprised by the "in air" position x)
Overall great work ! Keep coding :)
Check out my rhythm game if you have time - I made a simple [blackjack rhythm game](https://ldjam.com/events/ludum-dare/41/blackjack-beats).
I hope you continue with the project.
https://ldjam.com/events/ludum-dare/41/witchs-escape
I liked ducking into the nooks and finding the extra notes, I noticed a red one in the ceiling and figured out how to get that one, too. The beat battles were rare enough that I didn't feel overwhelmed, and the enemies had enough health that I had to worry a little about making enough on-beat hits in a row to take 'em out before they clawed their way to me.
One little detail that stung me a tiny bit was the way the camera is vertically locked to the guy so that when you jump you often lose all sight of the ground. Here's an example: https://imgur.com/dj4sLzw Not a big deal, but it did create a little discomfort.
Only other critique is that I never quite understood the meaning of the horizontal location of the notes, since for example a left arrow note might appear on the left, or on the right. Since I was multi-tasking between playing and platforming I wished the various arrows were lane-locked, so eg left was always on the left, so that way I could hit the beats by only looking from my peripheral vision while focusing on controlling my character. but maybe I just didn't understand what was really going on!
Nice job making a small tight metroidvania that had something new going on, and a sense of style, with tight controls!
Also, if you alt-tab out of the game, when you come back, all of the notes are bunched up into one.