8BEATS by DangerBlack
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Prepare yourself to fend off an incoming alien invasion on the groovy Planet Shakeassion VII!
Collect 8Beats, the currency of Shakeassion VII, from fallen enemies and use them to unlock new defenses. Your automated turrets produce unique sounds and fire on the beats, generating an ever evolving music loop.
Try deploying various turrets to defeat the different enemy types and experience more than 3000 combinations of rhythms and melodies, thus creating a soundtrack that is unique to your own in-game choices.
Don’t let too many invasors reach your base, or your game and music loop will be over... And, if you are wondering about the game's title, there is no 8-bit art or music in here. None. Whatsoever. Just some good old tower defense mechanics, combined with a musical loop theme and some kind of delirious story elements.
You can play 8BEATS using your mouse only. After you’re done playing, you can even download (and maybe share with the hashtag #8beats) the track of the last music loop you created!
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Play 8BEATS here: ⠀ https://dangerblack.itch.io/8beats
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The team behind 8BEATS - Loop Defender:
Daniele Baschieri (@dangerblack) https://www.danielebaschieri.eu/
Mostly game-dev
Etienne Guichard (@nablaz) http://eguichardmusic.wixsite.com/home
Mostly music
Michele Montini (@sunti) https://suosunty.wixsite.com/michelemontini
Mostly graphics
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Thank you for checking out 8BEATS! All the game assets are original and were created in under 72 hours for the Ludum Dare 47 Game Jam, themed “Stuck in a Loop”.
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| Youtube | https://dangerblack.itch.io/8beats |
| Youtube | https://github.com/BokyoGames/LD47 |
| Original URL | https://ldjam.com/events/ludum-dare/47/8beats |
Ratings
| Overall | 107th | 4.115⭐ | 50🧑⚖️ |
| Fun | 72th | 4.125⭐ | 50🧑⚖️ |
| Innovation | 22th | 4.344⭐ | 50🧑⚖️ |
| Theme | 308th | 4.043⭐ | 49🧑⚖️ |
| Graphics | 544th | 3.854⭐ | 50🧑⚖️ |
| Audio | 14th | 4.51⭐ | 50🧑⚖️ |
| Humor | 385th | 3.326⭐ | 45🧑⚖️ |
| Mood | 591th | 3.587⭐ | 48🧑⚖️ |
| Given | 40🗳️ | 66🗨️ |
A free mode would be great, or decreasing the difficulty to really allow us to try different all the possibilities ;)! GG
@antaresvaldemar We didn't encounter that issue during playtesting, unfortunately... Only minutes after the deadline! I agree that we should make sure that the enemy spawns in the beginning won't cause you to lose without
even having a chance to play. But thank you for the report and for enjoying the game anyways!
@rucksack That's not optimal, for sure, and it may indeed have been caused by your system's power (or lack thereof)... We can probably smooth the code to avoid it happening. Thank yoy for your kind words, despite the issue!
@inanimatecarbonrod We'll keep your suggestions in mind, for sure, if we decide to further develop this project! Thanks a lot!
@savvy-community I agree the first time one starts the game, the pace is probably a bit too fast... At the same time, we didn't want to start too slow and bore people! Finding the right balance isn't always easy and a free mode could be a good implementation. Thank you for enjoying our game nonetheless!
@yoni @dark-prince-zen @samshine @spyranteros @rhaelser Awww... (*blushing intensifies*)
@wahooney probably tutorial can be more informative, but this time we do not have a proper "game designer" dedicated to smooth the user experience, so you must learn by doing!
btw thank you all for the kind support and review! <3
I was bobbing my head to the towers the whole time.
It took me a few tries to get the hang of it since the pace picks up pretty quickly but it was a solid experience once I figured it out. I wanted to keep playing so I could hear all the instruments.
Great job guys!
But I really liked the way the beats layer on top of each other to create effective loops, both for combat and dancing ;)
I believe you can not beat the game, right?
I wanted to play around with the towers a bit but unfortunately I die too quickly every time.
Very minor negative point is the "collect your money" thing. At first I didn't realise that I had to do that and when I did it just stressed me out. I could not read the tower descriptions, nor look at the enemies. I actually don't remember what the enemies looked like.. in the end it doesn't matter; I enjoyed this game alot!
Original Idea with great sounds!!
I don't know if the following advice will be of any help to anyone, but I'll write it anyway: try experimenting with positioning. There are turrets that, because of their firing mechanic and pattern, work really well in certain slots and less in others. Some turrets are also great against some enemy types and ineffective against others...
@jelle-vermandere and @mrmaico I understand your points of view... When developing the game, we felt that the automated turrets would leave the players with too little interaction by themselves, so we tried to make people collect "loot" and work to get points. By doing this, we sacrificed a more laid-back and explorative approach in favor of a more active one, which we thought would hopefully be more "addictive". There are, however, two turrets that work as "point collectors", basically freeing you from that burden (but at a slightly reduced efficiency)!
Great job overall!! :)
only negative point is that after few tries my hand hurt trying to gather the notes ^^
congratulations !
> Adding some more polish like enemy death effects or better visual effects for different weapons and a better way to collect the notes would make it a lot more fun.
@keyurrana first time as the only "dev" in a Unity project, the game suffer from inexperience, we focused more on gameplay and other aspects and unfortunately the "death effects" was not a top priority.
Still something we can manage with a bigger team or more experience in game dev!
Despite this thanks you all for the feedback!
@tennotako at the beginning you have to actively click on notes, but we understood that's was too much so we simply let user slide the mouse over them. But probably we should simply add an automatic collection mechanism, like sunflower in plant vs zombie. Game design require a lot of play-testing, we explore this mechanic but probably other idea could have worked better!
sometimes at the start before you get a chance to buy more turrets, the enemy are not synchronised with the turret and can go through without a chance to kill them. and gathering the notes is a little hard
After that everything is just perfect! Good Job!
Really cool idea, this is next level tower defense with firing patterns matching musical patterns.
The musical loop at the end is really working well and the possibility to download it at the end is a really nice touch too.
Cool tower defense as well, i really had trouble finding the right combo and the efficient weapon for those damn flying enemies ! Which is a sign of a good game
Congrats guys, kudos to Etienne !
@vleue Yes, that is something that might happen... Unfortunately, it never did during playtesting so we couldn't fix the spawning pattern in time! Thank you for retrying and enjoying the game despite encountering this issue!
@ricardoeprodrigues I understand what you're saying and I think that maybe slowing the game pace at the start would have helped with this, without altering the game mechanics or adding some pause function (which can feel a bit disconcerting if your game is based on a music loop). I also probably went overboard when writing the story and messages: they should have been shorter and more concise, in orer to properly convey the essential information! I will keep it in mind for future projects... Thanks for the feedback and glad you liked the game otherwise!
@garet Thanks a lot for your kind words and personal appreciation! It's great to hear that people enjoyed my contribution (and our work as a team)!
The idea is very original, and it was executed with mastery. A candidate to the top games of the jam!
- Concept: Well thought concept and mechanics
- Replayability: Game can be played over and over again. The different kind of turrets do motivate you to approach differently everytime
- Audio: No need to examine
- Fun: Audio and games, always a good combination
# The Bad
- Sometimes it is a bit annoying that placed turrets do not immediatly shoot, instead they wait for a rest of time until the next beat which could you cost your life. i feel like the counter could be subdivided for a more complex mechanic
# The Ugly
- turrets are a bit buggy when you drag them out of the slots. they still keep shooting but I count that as a cheesing strat :P
Overall a nice and good game, well done :)
This was tough to complete (as it is always the case with game jams), but also very fun and engaging. It really is rewarding to see that other people respond positively to your efforts!
@frigow Thanks a lot! I don't think we can quite compete for top game, but I hope we'll still get good results next week, as the feedback we received was quite positive!
@feraligatr Thank you for the very detailed feedback, we really appreciate you taking the time to do so! We know the firing mechanic is a bit buggy, but all in all we thoght the game was still playable and enjoyable. We also decided to leave a couple glitches in the game (like turrets that continue firing when you drag them) hoping that some people would enjoy exploiting them... Afer all, many times the minor glitches make games even more fun and addictive, don't you agree? ;-)
@matthewi Thank you for your positive comment! The game is probably a bit too fast paced and, as I said in another comment, I went a bit overboard with the texts... In hindsight, the messages should have been shorter and more precise, so that they are helpful and do not hinder the playing experience. I agree with you that there is already quite a bit to do on screen and reading my long text distracts the player too much from their tasks... Lesson learned, we'll try to improve this aspect in future jams!
@nyubi I am glad you enjoyed our game so much! Regarding your suggestion for different music genres, there is some variation in the instrumentation that allows you to give different flavous to the music, but we didn't really plan for completely distinct music styles... Probably this could be achieved with something like selectable turret upgrades (with 2/3 stylistically different choices), or simply by adding many more turrets/instruments and allowing the player to replace even the main beat. This, however, would have required a lot more work, as every turret has its unique graphic design and a specific firing pattern that matches the music it is associated with.
I think that we did the best we could in the short time of the competition and, from a musical perspective, the "best" choice, in my opinion, was to stick with only one basic groove/style and allow some instruments to "sprinkle" different flavors onto it... But anyways, thank you for playing the game and leaving us the feedback!
