Mountaintop Groovy Robot Laser Battle by Jeremy Ryan
Mountaintop Groovy Robot Laser Battle
A rhythm-based fighting game where you play as a robot and share a single battery with your laser. Taking damage and firing your weapon reduces your power level, which can only be recovered when you are safe.

Instructions for install
- Windows zip: https://drive.google.com/open?id=0B2FLvR9xg9GmZ2lnSHBHLU5sUzQ
- Unzip the folder
- Run .LaserBattle.exe. There is a period at the beginning of the name so that it appears first in the directory, but if you have trouble running it, rename it.
- When launching the game, it will ask you to press space to the beat of the music. This isn't just a title screen gimmick, it's a calibration phase, so keep that in mind! Enjoy the game!
Controls
- Fire weapon: D
- Recharge: A
- Jump: W
- Shield: S
All inputs have to be coordinated with the beat of the music and the flashing of the background in order to register. At the start screen, you calibrate the music beat with the visuals by pressing space to the beat as you hear it.
Creation
- Programming: Python and pygame
- Art and animation: Paint.NET and a nice Python sprite sheet class
- Music: Sibelius and an online MIDI to WAV converter
- Sound effects: SFXR
I made all assets during the 48 hour period, and used no external sound, music, or image samples. You can listen to the original soundtrack here: https://soundcloud.com/user-565506175/fredericks-theme.

Download the game:
Another link for redundancy. Enjoy! https://drive.google.com/open?id=0B2FLvR9xg9GmZ2lnSHBHLU5sUzQ
| Windows | https://drive.google.com/open?id=0B2FLvR9xg9GmZ2lnSHBHLU5sUzQ |
| Original URL | https://ldjam.com/events/ludum-dare/39/mountaintop-groovy-robot-laser-battle |
Ratings
| Overall | 125th | 3.694⭐ | 38🧑⚖️ |
| Fun | 346th | 3.139⭐ | 38🧑⚖️ |
| Innovation | 68th | 3.833⭐ | 38🧑⚖️ |
| Theme | 358th | 3.472⭐ | 38🧑⚖️ |
| Graphics | 23th | 4.324⭐ | 39🧑⚖️ |
| Audio | 10th | 4.237⭐ | 40🧑⚖️ |
| Humor | 168th | 2.939⭐ | 35🧑⚖️ |
| Mood | 149th | 3.4⭐ | 37🧑⚖️ |
| Given | 28🗳️ | 39🗨️ |
Great entry, congrats!
I just need to take more time to play this game as well.
Madly in love with graphics,
love the combination of the sound and game mechanics :)
@RootPew I've had a focus on graphics for both Compos I've entered, I've decided to go with the simple-game-that-looks-nice approach.
@WillData Intentionally programmed so that you can hold, mash, or press to the beat :) Most control with the last one though
I downloaded the zip file but I'm not sure what exe to run through wine. Tried running the python files alone but no dice.
The music is freaking awesome! (soundcloud link :P)
The concept seems like it would be fun if it functioned well, but I was more frustrated than anything. Pressing buttons to the "beat" more often than not did nothing at all, so I resorted to holding buttons to perform actions to get through the first few enemies, and could make it no farther. I think some clear visual indication on the timing of key presses would have been nice. I did not expect necrodancer quality in 48 hrs, and yet this "beat" mechanic only held back the game. Still, the game was impressive overall. Great job.
@Will Walters: Thanks! The background should flash somewhat to the beat of the music, as well as the health bars bouncing, it was hard to get something that was obvious but not overbearing in the visual indicator sense.
Hope that helps you, if you decide to give it a second chance :)
@LittleLegend Glad you liked it! The second snake is pretty tough.
One problem though: if I keep the attack/dodge/block/charge button pressed, it does the corresponding action at every beat. Since I think it would be too hard otherwise (I died quite a lot as it is), it's not a great problem, but maybe for a rythm game you should reward players who can keep up with the rythm (but in that case, even though the music is really awesome, it might be better to use something with a slightly more heavy beat).
Anyways, this is great nonetheless, so good job!
Despite having few years of musical experience playing this game proved to be much more difficult than I thought. After a while I got the hang of jumping, shooting and blocking but regenerating energy rarely worked. Is the calibration really necessary? I feel like despite pressing keys exactly on beat it sometimes does not react. If so why not calibrate with WASD, which usually has a different response than space?
Music is very catchy, it's mostly because of it I gave this game like a dozen restarts. It just makes me want to come back for more! I would just tweak the solo a bit to accentuate the beat more. I easily get lost during it having to kill monsters at the same time.
### Graphics
* These are pretty cool graphics , fluid and good animations
* I like this style, it is really natural with game
* Maybe add some visual clue when to do an action
### Gameplay
* Cool mechanics, but somehow i got bored in a while :/ do not know why :/
### Music/Audio
* I like it , nothing less nothing more :) only maybe sync visual with audio somehow sometimes, so you can "predict" better
### Summary
* Cool game with nice visuals and music and funny graphics. I like it :)
I feel the controls should have been a little bit more responsive for a game like this. I think for the rhythm type of a game the music should have been a little bit slower to work well with the rhythm attacks.
I like the challenging nature that the game slowly introduces and the control scheme felt very natural, D for attack and W to jump/dodge, good design there.
@Rocketship: Thanks! I definitely tried to make the soundtrack repetitive in a groove sense but hoped that it didn't get too repetitive. The control scheme was mostly a result of me originally thinking the character might move side to side, in addition to jumping and ducking, but it seems to work well with the attack/recharge too. Thanks for the compliments on the art; what about it is especially "unique" though?
Still really great work overall though for 48h.
https://www.youtube.com/watch?v=3sMx6vPbFo0
Thanks for being part of the stream :)
Also, thanks for reporting a bug for my game! It has been fixed.