Soundcloud The Concert: The Game by beats
Its 2120 and your favourite soundcloud rapper is now a hologram and he needs your help at his concert!
Beat based boss battle but you rescue a soundcloud rapper instead!
Warning the bass is loud! As Soulja boy said Turn yo speakers down!
Arrow keys to move. R to Restart.
Run into the robot when there are green sparks to fix it.
| Youtube | https://beatsjam.itch.io/soundcloud-the-concert-the-game |
| Original URL | https://ldjam.com/events/ludum-dare/47/soundcloud-the-concert-the-game |
Ratings
| Overall | 1586th | 2.697⭐ | 40🧑⚖️ |
| Fun | 1500th | 2.566⭐ | 40🧑⚖️ |
| Innovation | 1018th | 3.139⭐ | 38🧑⚖️ |
| Theme | 1199th | 3.203⭐ | 39🧑⚖️ |
| Graphics | 1254th | 3⭐ | 40🧑⚖️ |
| Audio | 808th | 3.122⭐ | 39🧑⚖️ |
| Humor | 376th | 3.351⭐ | 39🧑⚖️ |
| Mood | 1292th | 2.875⭐ | 38🧑⚖️ |
| Given | 28🗳️ | 50🗨️ |
I liked how the more you advance, the more instruments you get you get, that's a cool way to give a progression feedback to the player ^^
Also thanks again for reminding me to put the link to my game :)
Durability of the tool seems to go down on it's own. Grabbing the powerup AND getting to the mech AND happening to be there when the spark is present is very difficult. I played about ten times and only managed to fix the the mech once by pure luck.
Sound was simple but effective. I liked the character design a lot.
I think this game is harder than it means to be. I suspect it "means" to be about the correct level of difficulty, but then ends up too hard because of some really low-level stuff that creates splinters in the experience. Let me go into detail on a few of the splinters I felt while playing, but first let me say I don't mean to dwell on the negative or say it's a bad game. I don't go into detail on splinters for bad games, I do it when I think a game is cool and has potential to be great, but let some tiny things get in the way.
So I hope this is constructive, that is how I mean it to be!!
First, everything feels a little too abrupt. It probably doesn't feel that way to you as the creator because you know all the systems, but as the player it's tough. The green spark is there, but by the time I change direction to get it, it's already too late. Or I'm watching for the spark and checking my wrench health, and avoiding a soundwave, and GAME OVER - what?? With multiple things to track, all happening very quickly, and on top of a core of difficulty, I need more information flow than this game gives me. I need it to telegraph in advance, with a pre-sparkle coming before the spark so that I can change my path and still make it, rather than memorizing the exact timing in advance over two dozen deaths. I need a cue that the audience is about to reach its limit so I know to go all-out, rather than just playing and getting surprise insta-death. Ideally these cues would be both audio and visual so that I can perceive them through the clutter of my attention jumping around. You as the designer understand how all of the pieces fit together, and how often/quick each piece goes, but as the player I am totally bamboozled at first, and the game underestimates how confused I am. Try to put more attention into details of communicating and telegraphing important state changes.
Second, the game is a bit too stingy and brutal with the microscopic stuff like colliders and jumping. For example, I was running right along with the rapper, wrench ready, just as he sparked... and I DIDN'T GET IT?? Apparently I have to jump, because the collider is so tight that it doesn't overlap with me standing. Another example is the top platform, and the way I have to go jump up to get a fresh wrench. The character controller doesn't offer me the usual "ghost jump" leeway that I expect from modern games, and so many times I felt like I did push the jump button but didn't get the jump out. I think in general you want to be more generous to the player about microscopic things like this so that the controls feel "great", and THEN tune the difficulty on top of great controls. The way the game is, the controls feel a little bit stingy, and difficulty does not feel as fun when stingy controls are the source of challenge.
But splinters aside, I had fun with this game, and I found it super creative. You seem to have some very cool ideas, and I think you as a developer can upgrade your skills to be more aware of these details that can subtly enhance an experience, and you'll really start making some top-notch stuff. Look forward to seeing what you do next!
- nice graphics
- remines the good old days
The Bad:
- The robot is overpowered
- Only one floor to jump on, recommend to add more elements on the screen.
Nice Game! Well Done!
This entry was neat. :slight_smile: I think it need a liiiiiiiittle more polish in the tutorial/balance department, but I loved how the music kept layering on more and more effects. The art was also super nice. :ok_hand: All-around nice work!
(PS: Add screenshots of your game to your game page! You have some super cool visuals, if you showcase that I'll bet you get more engagement :wink: )