BEAT by Dak
Beat is a short rhythm based horror game where you must time your steps to the beat to keep walking forward. Mess up and you'll trip, becoming a nice little package for whatever's chasing you. Featuring a talking phonograph.
Controls:
Mouse - Look
Space / M1 - Input beat
F4 - Toggle Fullscreen (Causes a lot of lag)
Escape - Quite game
You should have a fairly okay computer to get the best experience, sorry laptop users. I really tried to optimize it but I haven't been able to test if it actually made it faster on a laptop. If you're having problems with either lag or things being off screen and other weird things, try the lag free version on the download page. It fixed weird scaling problems and removes some lighting effects to make the game run faster. Do note, however, it was compiled after the jam but doesn't change any core features.
Don't expect a lot of conversations, actually, expect exactly one.

| Windows | https://dakkhuza.itch.io/ld41-beat |
| Original URL | https://ldjam.com/events/ludum-dare/41/this-space-for-rent |
Ratings
| Given | 4🗳️ | 0🗨️ |
The graphics look so good! The writing is very playful & funny & the codding is very impressive. For just 72 hours to create this, Y'all have such a good frame for what could be a really awesome game. Nice work!
Quirks:
The falling sound effect is the bane of my existence currently.
When you die it jumps right back into gameplay instead of having a fade to black after you die with a restart option.
There are no checkpoints for the talking part so every time you die you have to talk to the phonograph again.
When talking to the phonograph, the heartbeat clicker is still on, so if you try to spam click past the talking your heart dies (rip).
When you are being chased you don't really notice until you are dead. I think it could be cool if the monster's light was visible even without you looking at it, so you could see a blue orb chasing you. Or maybe when the monster is roaming, it would be a blue color, and when it spots you it would turn red for the chasing.
The lighting aesthetic didn't really work as the walls are too dark to really see off of the ground. Also, I thought that all the walls n' stuff we're going to be visible all the time and what's behind them would be all dark. So that you could see where you are and where you are going, but you didn't know what was behind things.
All in all, thanks for the fun!
I stumbled around in the dark for awhile and couldn't really figure out where I was going and ended up going in circles a couple times. Eventually I gave up trying to find the exit. I think the game could have worked well without the additional darkness handicap.
I was no able to lunch your game properly on laptop with small screen resolution (1366x768): dialogs did not fit properly. Hitting F4 - did not help. Although lagfree version runs fine.
Nice idea of controlling the movement - pretty challenging and needs some practice to master.
Regarding everything else: the same as Jamie Morris mentioned above.
Great that you by the end of the LD you have had the playable product!