White Rose by DissonEnt
In a world created by sound, play as a boy with synesthesia as he fights the ever growing darkness with music and his fists, painting the world in color with every damaging blow. Choose between 3 tracks and destroy the monsters before the song ends, or else they will overwhelm you. Turn up the beats and enjoy the visual experience.
White Rose is a beat-'em-up video game made by brothers Chris and Kenneth Ng of Dissonance Entertainment for the Ludum Dare 34 game jam. The game is best enjoyed with sound.
Controls:
Keyboard: Arrow keys to move/select, Z to attack/confirm, Enter to restart, Esc to quit (if not playing on the web browser)
Controller: Left joystick to move/select, A to attack/confirm, Start to restart, Back to quit (if not playing on the web browser)
Theme:
We went for the theme of "Growing", represented by the "growing darkness." Every time enemies hit you, they paint the world black, while you attempt to paint the world colorful. We initially wanted a point system to determine how much of the map was painted black for your score, but ran out of time.
Music:
MitiS - Endeavors
MitiS - Touch
Kygo - Stay (ft. May Noyes)
Madeon - Stay Awake (ft. Ellie Goulding)
Team:
Chris Ng - Coding
Kenneth Ng - Art
White Rose is a beat-'em-up video game made by brothers Chris and Kenneth Ng of Dissonance Entertainment for the Ludum Dare 34 game jam. The game is best enjoyed with sound.
Controls:
Keyboard: Arrow keys to move/select, Z to attack/confirm, Enter to restart, Esc to quit (if not playing on the web browser)
Controller: Left joystick to move/select, A to attack/confirm, Start to restart, Back to quit (if not playing on the web browser)
Theme:
We went for the theme of "Growing", represented by the "growing darkness." Every time enemies hit you, they paint the world black, while you attempt to paint the world colorful. We initially wanted a point system to determine how much of the map was painted black for your score, but ran out of time.
Music:
MitiS - Endeavors
MitiS - Touch
Kygo - Stay (ft. May Noyes)
Madeon - Stay Awake (ft. Ellie Goulding)
Team:
Chris Ng - Coding
Kenneth Ng - Art
Ratings
| Coolness | 99% | 2 |
| Overall(Jam) | 3.16 | 668 |
| Fun(Jam) | 2.92 | 701 |
| Graphics(Jam) | 4.20 | 129 |
| Innovation(Jam) | 2.97 | 631 |
| Mood(Jam) | 3.50 | 286 |
| Theme(Jam) | 2.42 | 1058 |
Too bad the rest of the game is kinda lacking, but it could definitely be something big in the long haul. All this has been said before, but some variation in the fighting--some stronger enemies, some combo finishers, something that just keeps the player from attacking over and over again which can perhaps be combined with the combo finishers--will go a long way.
I'm not sure if you were going for just Growing or both Two Button Controls and Growing, but I didn't see a lot of the theme outside of the "Stop the darkness from growing." I don't really see the arrow keys and one other button as Two Button Controls though.
Was kinda fun, but I don't think it would keep me occupied for a while in its current state. As for mood, I kinda was thinking of giving a 4, but it didn't quite feel there for me. I think that, for the kind of game you were going for, it's a little... light-hearted, maybe?
Suggestion: Add a rhythm element to the game, since the music is important. Maybe make it to where the player can only attack to the rhythm of the song they chose, and have a rhythm indicator near the top of the screen so they know when to attack?
All-in-all, I think this could go far. But let me return to that beginning statement.
My god the graphics.
Cons: Too short / not alot to it (I want to see more!)
Love the graphics of the ennemies!
The fighting felt quite satisfying and worked well with the music.
My only real criticism is that the combat became bland after a little while and there wasn't much of a challenge.
Otherwise, good job, :)
I think with more effects and improvements in game could turn this in something big. Great job!
Except... No gameplay. Push buttons and that's it. The monsters don't present any threat after you understand you can punch more than once.
I really want to like this but it's just so... Just pretty! Just so pretty!
As many have mentioned a more fleshed out combat system would have a great impact. I get the impression you weren't going for a extensive-moveset-combo-oriented-combat kind of thing. Still, you could make it so that each subsequent attack takes a bit more time to execute/land and maybe increases your attack travel distance by a very little bit. That mixed with the knockback enemies get(and maybe some hitstun) would create this situation were you have to attack more carefully. Just some ideas from the top of my head.
Good job.
But hey, I guess it's at least neat to look at.
The art style is awesome too!
Wish the gameplay was more diverse and there were more levels, like you see the enemies list - who are against you this level, choose the appropriate song, which gives you needed stats :-)
I was missing a bit of a challenge beacause I could just keep beating up the bad guys without ever getting hit.
But all in all a cool entry.