Crescendo by Nate954
A rhythm-based platforming game about infiltrating a building and collecting mysterious orbs. Everything you do makes noise, but you can avoid drawing attention to yourself by timing your movements with the background music. This music starts off quiet, but by switching levers to turn on different instruments, you will open up opportunities to move around in new ways.
The goal of each level is to get to the orb and carry it back to the elevator. The catch? Holding an orb makes it impossible to hear, so make sure you've internalized the music before picking one up!


| Windows | https://nate954.itch.io/crescendo |
| Original URL | https://ldjam.com/events/ludum-dare/41/crescendo |
Ratings
| Overall | 2th | 4.354⭐ | 26🧑⚖️ |
| Fun | 119th | 3.729⭐ | 26🧑⚖️ |
| Innovation | 2th | 4.604⭐ | 26🧑⚖️ |
| Theme | 1th | 4.688⭐ | 26🧑⚖️ |
| Graphics | 31th | 4.229⭐ | 26🧑⚖️ |
| Audio | 2th | 4.5⭐ | 26🧑⚖️ |
| Mood | 11th | 4.229⭐ | 26🧑⚖️ |
| Given | 41🗳️ | 6🗨️ |
The only problem i am facing is that the game stops working after playing sometimes.
The music is beautiful, haunting and atmospheric.
The artwork is good, feels substantial and fits.
The animations are smooth and well done.
The mechanic is a cool idea and with relatively little tweaking I can see this being a cool, tense and fun puzzle game as you try to work out how the tune fits with the music being played.
Unfortunately I can't get past the first platform. The sound of jumping seems to be higher than the music ever goes on my machine. I don't know if i have to wait longer for the music to get beyond the yellow bar.
If you fix this let me know, I'd love to give this a proper go.

Really difficult but well polished! Haven't seen this idea before. I had fun once I go the gist but found it too difficult.
Loved the art and the music.
I do agree with the general consensus that it's too hard. If you could somehow add some fudge factor to how loud you can be for certain jumps/dashes, without it being an insta-fail when you're off by a few frames, that'd make it a lot more satisfying.
Still, everything about the game, other than the difficulty was spot on. The graphics are minimal, but have tons of character, and the audio is superb.
Great job!
If it looks like I'm not speaking English, I'll summarise: great job! (just maybe make it a little easier)
and here's the obligatory self promotion
check out my entry: https://ldjam.com/events/ludum-dare/41/photonic
(5*) Cool game ! Keep coding :)
First things to get out of the way, I adore everything about this game - the idea is brilliant, the graphics are clean, the mechanics are weirdly intuitive despite being something I've never seen before. The music's atmospheric and plain good. All around this should be a fantastic game.
There's a really frequently repeated adage that how satisfying a difficult game is is tied to how long, after a failure or death, it takes to get back to what the player was doing. I know it's been said a million times but it's worth repeating. Because this game completely fails on this front, and this alone has turned this from one of the best games I'm going to play this LD to one of the most frustrating.
To start, the game punishes you for unfair reasons. I can dash, with the volume well above the required 3 bars. But if, _after I've pressed the shift key_ the volume drops to below mine, I die. I quit the game on level 4, because you gave me what amounts to one or two frames to make each jump, then asked me to time, with the same precision, a fall onto another platform. I was able to do this twice, and died immediately afterwards both times.
Once you do get fail, the game just revels in your failure, making the player feel like shit. First you get a giant red "YOU FAILED" for a good chunk of time, along with a sound effect that completely kills the mood of the game and drives itself into your skull after the ntieth death. Then, you get sent all the way back to start of the level, with the music back at the initial state. So now you get to repeat all those difficult jumps and wait for half a minute to get back to the one part of the song that lets you progress and try again.
The switches should act as checkpoints. The game should let you take 2 or 3 hits before it sends you back. Or at the very least, the music you've set should stick around when you're sent back to start. If you feel like this would trivialize the game too much, add a setting to toggle "baby mode/hardcore mode" on and off.
The third level was somewhat cleverly designed. The one long fall you had to make was possible because the song playing gave you a few seconds of persistent level2 volume to make the fall safely. The fourth level, at least until you hit a switch, is just impossible bullshit. You can't consistently make a _frame-perfect fall_.
I desperately want you to make a post-LD update to this game, because it does SO MANY THINGS SO WELL. But you need to:
- get rid of the timed falls and frame-perfect jumps on the 4th level, or wherever else they appear later in the game.
- add an easy mode where switches (and the orb) are checkpoints. OR give the player 3+ hitpoints each level.
- get rid of (or add an option to get rid of) the TOO LOUD death screen. The player should be in control of the character at most 2 frames after their death. And change the sound effect to something less grating, more smooth.
- get rid of the double-spike in the dash volume. Only count dashes as failure if the volume's wrong when the shift key is pressed.
- maybe let the player make noise a frame (or a few frames) before the volume spike happens. This isn't crucial but it would turn this into more of a rhythm game and could add some nice flow.
And please mention @me if you upload a post-LD update. I would love to play it.
So yeah. I'm really frustrated because this is a fantastic and amazing game that I can't enjoy because you failed at the most basic principle of platformer design. Please fix it.
P.S. - the game reads inputs when it's not in focus, like when I tried to type this review without losing all my progress. But since I can't pause the game, or make it ignore my spaces, it's just making the game over noise every few seconds and driving me insane.
First and foremost, I want to thank you for your post. It's overflowing with valuable feedback and it's clear to me that you care about my game, which makes me super happy! In addition to that, I want to apologize. I'm 100% aware of the mind-numbing artificial difficulty present in my game. There are things that I would have done differently if I could do it again (many of which you pointed out). I fully intend on fixing the glaring issues, I just haven't gotten a good opportunity this week to sit down and work on it. I'm actually greatly considering committing to building this into a full game, but we'll save that conversation for another day.
One important note, level 4 is the final level in my game, so I increased the difficulty by decreasing audio windows (this admittedly was overkill). If you felt fairly comfortable with levels 1-3, that's more along the lines of what I want the game to play like.
Okay, so lets get to the good stuff.
- **Rhythm leeway:** I actually do have a system in place that builds an "audio window" around volume spikes, allowing you to make noise a little before or after a beat and be safe. It's probably a little too small right now, so I'll play around with increasing it.
- **Falling onto floors:** I think the best course of action is to rework the whole falling-onto-metal mechanic so that you must *fall* on beat to land on beat, rather than falling at an arbitrary time in order to land on beat. It makes no sense as it currently stands. I'll also be making the audio windows bigger for those types of levels, mainly level 4.
- **On the topic of checkpoints, HP, etc:** Ok, this is a big and pretty important bullet point because it has to do with the game's future. I played around with the idea of making levers checkpoints, or staying flipped after dying, but I decided against it. In order to remedy the intense frustration that comes from almost beating a level, failing, and having to redo an incredibly annoying build-up period, my idea is to take what is currently one level, and stretch it to 2-3 levels. The levels currently try to do too much. Level 1 teaches you almost all the mechanics in the game in a single screen. Level 2 tries to teach you how to drop onto a metal floor, but only after a time consuming section of walking on beat, which is annoying to redo. It's overwhelming, and I agree that there should be checkpoints between these key learning points, but I think that checkpoint should be the elevator itself. I'm not sure, please let me know what you think!
- **Death screen:** Yeah I went a little overboard on this one; I totally agree with your critiques. I'm going to change it to be super quick and low impact, so you can get right back into the action.
- **Dash:** Agreed, I'll change that!
- **Input focus, pausing, and saving:** I've noticed the input focus issue, and it'll be one of the first things I fix. But I'll also use this bullet point to talk about pausing and saving. I had intentions to get pausing done for the compo, but I couldn't work it in in time. I'm also going to work on saving, but that's more along the lines of something to get done after these other issues get resolved.
Please let me know if you have any more questions or concerns! Thanks again for the great feedback!
I got till the end of the first level when the sound goes all grainy. Wanted to go through the floor since there was the arrow (same as before where you should go left) and i killed myself because I didn't feel the rythm.
Your graphics, sound and idea are amazing though. Really great implementation :)
By the way, not sure if it's a problem of mine alone, but I kept failing because right SHIFT key didn't work, only the left one. Is that normal? It's not my keyboard, else there'd be no caps at all in this message :D
Despite that minor problem, I really enjoyed your game. Graphics and music are simple enough to work perfectly, and the player movements are quite precise. Keep it up!
Or make a fall-on-metal mechanic in a way that you have to fall between bits, to land on a bit.
Please release a small update on that :)
Enjoyed the game concept alot but stuck on level 2 metal plate falling.
Any of those features will make the game much more palyable.
PS: Registered here to leave this comment. The game is amazing.