Castle Beat by Pixel Lifetime

[raw]
made by Pixel Lifetime for LD 41 (JAM)

You need to defeat the castle. When you do it's game over, you won, so you can close the game. I don't know if I should put it into unfinished? I guess yes because there is no exit menu or win screen. But I guess the gameplay is what is important, so I will leave it in the jam if that is ok with most people. It's a mix of Rythm + Castle Attack.Screenshot_3.png

Ratings

Overall 1038th 2.929⭐ 23🧑‍⚖️
Fun 867th 2.976⭐ 23🧑‍⚖️
Innovation 644th 3.286⭐ 23🧑‍⚖️
Theme 741th 3.381⭐ 23🧑‍⚖️
Mood 777th 3.05⭐ 22🧑‍⚖️
Given 36🗳️ 0🗨️

Feedback

Joror
11. May 2018 · 14:46 UTC
Interesting combo! I got into the beat game pretty fast, but it was hard to do both that and watch what was going on with the castle. Was there something I could do to interact there? Unsure... Perhaps unfinished?

Ideas to improve:
- Add some field interaction - clicking towers to upgrade, clicking monsters to insta-kill them
- Put pauses in the music for the player to interact with the castle
- Feedback in screen for when you have a streak of tunes - perhaps kill a lot of monsters on a streak?
🎤 Pixel Lifetime
11. May 2018 · 14:51 UTC
@Joror Thanks, you actually play as monsters :) It doesn't have too much of description of what is going on or the win/lose screen :(
Joror
11. May 2018 · 14:54 UTC
@pixel-lifetime Ohhhhh that explains why I won :D
DaragonGames
11. May 2018 · 21:16 UTC
I like your idea, but it does not completely work out, because in the end you only play the Rhythm part and the castle attack part happens on it's own. The rhythm Part however is well done and works quite well. It may need some kind of explanation however. Nevertheless good game.
magicera
12. May 2018 · 21:39 UTC
Interesting combo! In my game you also need to fight against zombies: https://ldjam.com/events/ludum-dare/41/rts-shooting.
Plasmonic
13. May 2018 · 15:23 UTC
Nice idea, the main problem I found was that I had to concentrate so much on the rhythm bit at the top that I couldn't really watch anything go on with the castle, so maybe a more integrated UI would have been good, nice work though!
kleinzach
13. May 2018 · 16:29 UTC
My primary criticism with the game would be that there is a large disconnect between the rhythm game and the castle attack. I was paying so much attention to the music notes, that the castle attack part fell to the background. Also, it felt much more like the castle attack was a fancy way to show the score of the rhythm part rather then be a part of the game itself. I dig the music choice, and applaud how you managed to match the music with the keystrokes more then not. I would suggest integrating the rhythm game into the castle attack part, maybe making the creatures you throw at castle be the music notes that you need to click in time with the music, or something of that nature.
vilix64
13. May 2018 · 18:57 UTC
Could be balanced a bit more, but overall a very good job! :slight_smile:
FuriousWitch
13. May 2018 · 20:31 UTC
I loved the concept and great implementation. Also, great music track you chose there. As others mentioned, you need to find a way to fix the disconnection between the rhythm part and attack itself so that they kinda melt together.

Another thing I noticed was that sometimes some of the monsters would bypass the castle wall.

All in all, it's a really nice game. Congratulations :)
glimaleite
13. May 2018 · 21:14 UTC
Good job, but was I supposed to be doing anything else other than hitting the rythim keynotes? They are not connected to the music at all, they are just random, which makes it really unenjoyable to play.

Congratulations on the entry and keep up delivering games!
TheAioliGuy
14. May 2018 · 05:07 UTC
Really great work on this game! I very much enjoyed this entry to the jam. My one problem was that I keep staring at the top of the screen trying to Rhythm well instead of observing the castle destruction. Well done!
🎤 Pixel Lifetime
17. May 2018 · 11:24 UTC
Thanks for feedback everyone!