LoooooooP by Gurigraphics
This is a Assembler Music Tracker Game Maker?

Instructions:
Try to escape this loop. Hit the notes with PRECISION to end the current track to go in another one.
Keyboard:
1/2/3 - Pink Notes
Q/W/R - Orange Notes
A/S/D - Green Notes
Z/X/C - Blue Notes

Team
Audio and Gamedesign
Programming and Gamedesign
Challenge Play Code (Maker)
You can create your own sequence and send it to friends to challenge them.
Use // to leave comments.
Example: y32-x11-s1-c2-n-BD2M
y32 = vertical note position, can be 11, 12, 13, 14, 21, 22, 23, 24, 31 ... 44.
x11 = horizontal position of the note, it can be 11, 12, 13, 14, 15, 16, 17, 18, 21, 22, 23, 24 ... 88.
s1 = note size, can be s1, s2, s3 etc. (visual only, it is not yet possible to press and hold a note)
c2 = note color, can be c1 (pink), c2 (orange), c3 (green) and c4 (blue).
n = note intensity, can be n (neutral) or any other letter on the keyboard (pending completion)
BD2M = sample to be executed.
- B = The instrument (A = Drum, B = Bass, C = Pad, D = Pluck)
- D2 = Musical note.
- M = Velocity (Intensity), can be: P (piano / soft), M (mezzo / medium) or F (forte / strong)
Number of samples are limited Instrument A - Drum - Hi-hats AHH1P, AHH1M, AHH1F AHH2P ... AHH3P ... - Kicks AKI1P, AKI1M, AKI1F AKi2P ... - Others ASN1F, ASN1M, ASN1F ATM1F ...
Instrument B - Bass With Release = BA3M_RL (C2, D2 and 2M also available) No Release = BF2M, BE2M, BD2M ... BBb2M ... BC1M
Instrument C - Pad CD3M1000, CC3M1000, CBb1000, CA3M1000 ... CC2M100 Longer extras: CC2M3000 and CA3M2000
Instrument D - Pluck DD5F, DD5M, DD5P. DC5F, DC5M, DC5F, DBb5F ... DD3P.
It is not allowed to use the sounds/samples of this game outside the context of the game.
Elements we didn't have time to implement:
Note intensity differentiation (velocity - forte / mezo / piano)
Every 4 hits the track changes, the correct thing would be to have all the hits.
Score
Dialog and tutorial messages
Color change or visual enhancement of the correct notes
Accept double note entry
Accept long note entry
Manual Selection of Tracks
Greater tolerance area for hits
Accuracy meter
Compressor to avoid clips or lack of sound pressure in music
| Youtube | https://gurigraphics.itch.io/looooooop |
| Original URL | https://ldjam.com/events/ludum-dare/47/looooooop |
Ratings
| Overall | 1478th | 2.911⭐ | 30🧑⚖️ |
| Fun | 1283th | 2.893⭐ | 30🧑⚖️ |
| Innovation | 833th | 3.304⭐ | 30🧑⚖️ |
| Theme | 724th | 3.696⭐ | 30🧑⚖️ |
| Graphics | 1366th | 2.768⭐ | 30🧑⚖️ |
| Audio | 499th | 3.519⭐ | 29🧑⚖️ |
| Mood | 1392th | 2.692⭐ | 28🧑⚖️ |
| Given | 34🗳️ | 35🗨️ |
I love "guitar hero" game ^^
Only precision Hard Mode version. :)
I still tried to play as far as I can get but the timing issues got so frustrating, that I had to quit. The music up until this point sounded really nice though :) Good job an that! The controls in general were ok, I had a wireless keyboard around which I could use to place it in an convenient angle. But other people might not have this kind of freedom.
All in all, still a little rough but an ambitious project nonetheless!
As others have said, a bit more leeway on when you can hit notes would be nice, but it's well put together for a jam.
The notes on the far left is the price we need to pay to make a game different from most.
In rhythm games the player usually only controls the drums.
We wanted an experience that could be learned as music even.
But this prototype became difficult for beginners.
Like play solo on the guitar before learning to position your fingers.
In the tutorial phase perhaps a metronome could help.
Also, you have the freedom to configure the keys. ^^
@tatawanda Good idea. Pressing just a little later should do the trick.
@somogy Thanks :)
@sanojian @muktada-creations @jhax Yeah! This opinion is almost unanimous.
At first thought I didn't understand that the blue at the bottoms were enabled =/ Mostly because you can already see the other notes from the start! A color that stands more could be better.
I've seen you sometimes put the letter on the notes and that could be a good idea especially for the beginning.
The music "I" was creating was very cool, but sadly I gave up at some points because it's too unforgiving, u have like 1 specific frame into which you can press the key, maybe you should be more flexible lol.
Also, the first note, since it is looping at the end, it is even harder to get, a bit of space at the beginning without notes could help (but if it was more forgiving could be ok too).
As you have said, I agree that having this view and not the classic one were the notes come towards you it's better if the purpose is also to teach music, as said in the beginning, since it makes it more visible what is doing what, while with the notes that comes to you it is just a timing game.
Besides, the position of the key is a bit weird. Thought the notes are vertical, I would have preferred a horizontal layout for the keys (left is top and right is bottom). It's like the pentagram and the piano more or less. The vertical alignment of the keys was very uncomfortable.
I couldn't try the "do it yourself" but it's cool you added it.
In the end, it is a very original concept, and it works enough to show its potential, so keep going!
The only thing that felt off was the timing to hit the notes, but I got the hang of it and I think I know what the problem is. I assume the window for correct inputs start when the play head hits a note, and ends a few frames later, but you also have to give players the chance to hit the note a few frames before the note plays.
Games like Rhythm Heaven have ~4 states of accuracy for hitting a beat: you can be on point, a little early, a little late, or miss completely. Your game has only three: Being on point, missing completely, or a little late. If you are just a little early you miss completely, which makes the input detection feel inconsistent.
Later on in your game, when I got the hang of how the input detection works, I started hitting the notes something like a frame after I normally would, and that got me to hit notes more consistently pretty much every time.
So yeah, my suggestion is that you make the window of opportunity to hit a note extend before and after the note actually plays.
I will try to explain one of my thoughts when i was playing, but i'm not so good at english, so sorry if this doesen't make sense. I think it would be cool if you draw end of the loop at beggining, and start at the end, because it is hard to catch first note after loop repeats. You dont have enough time to move your sight from end of track to beginning, and while game requires so mach precision i cant just depend on hearing, i need to see the note.
It's cool game, i like that you have sequence maker and would like to see completed game in the future. Great job!
@fupi, Truth. Lacked accuracy options
@animaster Yes. Could have a count at the beginning: 3,2,1, go
@scottgoldsmith @spacestrawberriesstudio @majadroid @giordas @willoxs @smiley405 @mohdi
Thanks and good luck to everyone!
