Beat Bash by Overlook Studios

Welcome to BEAT BASH!
Prepare yourself for the endless onslaught of enemies and use your wit, speed, and brute force to bash each to the beat of the song.

At the start of your adventure you'll be thrust into a 16 beat loop broken into 3 phases: Draw, Prepare and Action.
- Draw: Cards (runes) are added to your hand at random
- Prepare: Slot your cards in the action spaces strategically
- Action: Combat takes place and your slotted runes are pit against the enemy's
How to Play:
Choose your runes effectively by clicking and dragging them to the action slots to kill your enemies before they kill you!
- There are 3 categories of runes you can place each with their own values and features: Attack (physical or spell) Shield (physical or spell) Special (stun, heal, or additional draw)
- Be careful as only physical shields can block physical attacks, and only spell shields can block spell attacks!
How many loops can you manage before succumbing to defeat?

Team:
- Michael Bitzos - Programmer
- Ben Petkovsek - Programmer/Designer
- Cole Bondarewski - Music
- Adam Mawby - Artist
NOTES: - If you have a non 16:9 aspect ratio monitor, we recommend to play the web version and not to fullscreen it.
CHANGELOG: - October 13th - Changed Web Build to have 16:9 default aspect ratio for cutoff related issues
| Youtube | https://overlook-studios.itch.io/beat-bash |
| Youtube | https://overlook-studios.itch.io/beat-bash |
| Original URL | https://ldjam.com/events/ludum-dare/47/beat-bash |
Ratings
| Overall | 15th | 4.371⭐ | 60🧑⚖️ |
| Fun | 7th | 4.405⭐ | 60🧑⚖️ |
| Innovation | 21th | 4.362⭐ | 60🧑⚖️ |
| Theme | 320th | 4.026⭐ | 60🧑⚖️ |
| Graphics | 44th | 4.578⭐ | 60🧑⚖️ |
| Audio | 36th | 4.353⭐ | 60🧑⚖️ |
| Humor | 463th | 3.156⭐ | 50🧑⚖️ |
| Mood | 104th | 4.148⭐ | 56🧑⚖️ |
| Given | 76🗳️ | 74🗨️ |
Is this a one-person team, or is there just one Ludum Dare account? Because this would be a truly impressive solo work for 72 hours.
Music is nice and catchy.
Great entry!
No idea how many people worked on this but it would be impressive no matter what team size.
I had trouble putting it down, to be honest!
I did run into an issue, there seemed to be either music drift or something introducing lag in the web version. The animations and music became increasingly decoupled as I played it. Not a big deal, but I thought I would let you know.
I can tell that a lot of thought and care went into this game, it really shows. Amazing job!
As for critique, the game is pretty solid, but from my own point of view, gold could have a couple more uses, to allow for more flexibility.
Excellent work nonetheless, and congrats!
Once you have some strong ruins it gets a little easy but that's ok. Awesome entry. 5/5!
The idea is great, there is indeed quite some potential for multiplayer mode and further. This is a nice loop which catches really well until the boss fight (and that was great), didn't really feel like continuing the loop over and over again though.
The art is GREAT, really. Animations are nuts and there are some really good details. The overall UI is pretty cool as well. However readability is a bit an issue, most obvious example for me is the tutorial, I like these kind of images / charts for the visual, but man I clicked the tutorial button before playing I was totally lost x)
Music is great and well fitting, I love the smooth evolution throughout the terrains. Great synchro with the game as well !!
Overall I really liked your entry ! Kind of game I would prefer playing a definitive edition on mobile with a lot more features :3 Thanks for this game and good job!
only some small aggreviances:
- the way runes are drawn from your deck isn't explicitly statedis it just at random from your deck, until you get through it all, then it's shuffled again? would be good to know this when you're deciding what to buy. would also be good to have a way to remove things, I guess (unless there's an actual gameplay reason you're against this? I suppose it'd get monotonous quicker, and there'd be less need for discard and draw)
- kind of annoying there's no preview for the cost of items before dragging them to the buy thing/buying in general is a bit unintuitive? I think a basic shop interface where you can see the gold cost of everything and just click to buy it would've been easier to use. I also thought the gold coins said "80" at first...
- would be nice if you saw your final score on the death screen
- it did feel like it was beginning to get repetitive once I had mostly 5dmg, 5block cards. ofc there's still lots of room to tweak your deck to be properly balanced (e.g. more draw or more heal or more block etc) so there's still skill expression, but it's less fun if you're just optimizing for that. slowly introducing 7, 9, etc dmg cards as a rare thing would be exciting, or some other form of new mechanics.
- would be good if it was really obvious in the beat animations whether an attack was partially/completely blocked, or mis-blocked; e.g. if the shield got bigger and the attack got smaller when it was completely blocked, or something similar
still very enjoyable, and well polished for a jam game!
-Adam (artist)
ps. I'm thrilled you like the art! it was super fun to have all the enemies dance to the music (:
really cool concept, but i get this problem in all versions,,,
1. I think we decided to hide any ui to show when things are reshuffling to give that better illusion of more of a infinite pool of cards that you own, but I can see how it would be useful to show the player when a reshuffle is about to happen. Additionally there is a discard button (in between your hand and the enemies hand) that you can drag and drop runes to to discard from your current hand. If you mean to discard from your deck completely I think that would be a great idea as well to help sift through the bad cards you started off with
2. Looking back, having the shop be more intuitive is probably the thing we wish we changed/tweaked since its the biggest hurdle to understand (given most of peoples feedback).
3. Adding a final score to the death screen is a fantastic idea and would enforce trying to get that highscore given the endless nature of it, great suggestion!
4. Totally agree once you have a stacked deck with the max cards the game becomes very easy, one of the ideas we had was actually to be able to upgrade ur existing cards to do more damage, have elemental effects. Obviously given the time constraint we went with a fixed damage/shield number instead.
5. Another great suggestion, that was something I thought about afterwards but didnt have the time to implement. Definitely a nice polish and would be very satisfying when you fully blocked the enemy. would feel like you out-played them
Thanks again for your comment we really appreciate the rating/comment/play!
a cost and does result in the game being pretty easy if you don't buy cards in the shop often. Thanks for playing and the feedback!
It does get a bit repetitive at some point, but that's understandable given the amount of time in which it was created. It's very impressive for a 3 day game!
Now brb, I'm going to play more of this game.

@echo-gameworks I'll try to continue working on it to fix issues with cutoff. Full screen most likely won't be possible since you dont have a 16:9 ratio but we should still get it to work non full-screened in browser.
We just released a patch for the web build so now it will default display on a 1280x720 canvas. This should at least make the game playable for those that dont have 16:9 aspect monitors (make sure not to full screen).
Thanks for bringing this issue and we appreciate you guys playing and giving feedback.
The only weakness I see is the "learnability" as others have pointed out already - I think organizing the UI elements and interactions in a different way (e.g. not dragging to buy) and tweaking icons could have gone a long way, that might have worked well enough even without something like an interactive tutorial. The tutorial page is still very much appreciated!
Great submission overall and super fun to play :thumbsup:
**This was really fun, unexpected and well done!** :sparkles: Mixing up both a combat and a to-the-beat system really makes for a surprisingly fun and interesting combination. I really like the whole pitch of the game, as well as the different effects of the runes and how you have both a defend against magic as you have against melee, making you have to swap runes as the battle goes on.
**I really like all of the details that were put in pretty much every aspect of the game.** Having everything from little menu prompts to the background elements also scaling up/down based on the rhythm really helped both backgrounds and interface feel alive. The inclusion of different sceneries was also pretty great, and given that this is a game all around the beat, having the beat also change a bit depending on the area was an awesome touch and kept the game feeling fresh!
If anything, I wish there was a way to see some sort of rune inventory while you're in the shop screen. As I started getting gold and buying runes pretty much every round, I wasn't sure of how many of each runes I already had. With the current depth of the game I don't think it'd matter much, especially since the runes were also escalating with the difficulty, but I guess it's something I am used to from make-your-hand/deck games. Oh! And showing the price of a rune by hovering rather than having to actually drag it to preview the price would be a nice quality-of-life change too!
While I might have only played a loop and a half, my time with the game was fantastic. I don't know if the locked game-modes in the menu were a teaser, or just a joke regarding the jam's theme, but even then, if you continue working on it, I think it'll be a fantastic time. Overall, thank you for this entry, and cheers! :whale: