Danger Beat by rhoff95
VOLUME UP!!!!!
You must construct the beat, even as it tries to destroy you!
Each record you collect will add to the music loop, and each hit you take will subtract. Complete the entire track!!!
Controls
WASD / ARROWS to move.
SPACE and P to pause (and change the difficulty).
ESC to quit (desktop versions only)
Tools
- Unity 2020.1.7f1
- Aseprite
- JetBrains Rider 2020.2.4 (IDE)
- GitKraken + Git (Source Control)
Feeback
Please give as much as you can think of! The more, and the more specific, the better.

Audio samples from http://sampulator.com/ I believe this audio sample usage is allowed by the Compo derivative work rules, since I am using the samples to make a " Song [or] a complex soundscape"
Bug Fix(s):
- 10/4/2020 23:43 (ET): Fixed Lerps in Update method that were causing framerate dependent behavior
- 10/8/2020 19:11 (ET): Added exit binding for standalone builds (no other way to close from in app)
| Youtube | https://robhoff.itch.io/rhoff-ld47 |
| Youtube | https://github.com/rhoff95/LD47 |
| Youtube | https://robhoff.itch.io/rhoff-ld47 |
| Youtube | https://robhoff.itch.io/rhoff-ld47 |
| Youtube | https://robhoff.itch.io/rhoff-ld47 |
| Original URL | https://ldjam.com/events/ludum-dare/47/danger-beat |
Ratings
| Overall | 84th | 3.865⭐ | 183🧑⚖️ |
| Fun | 56th | 3.92⭐ | 184🧑⚖️ |
| Innovation | 51th | 4.003⭐ | 184🧑⚖️ |
| Theme | 179th | 3.887⭐ | 183🧑⚖️ |
| Graphics | 185th | 3.69⭐ | 184🧑⚖️ |
| Audio | 16th | 4.177⭐ | 183🧑⚖️ |
| Humor | 279th | 2.619⭐ | 157🧑⚖️ |
| Mood | 129th | 3.615⭐ | 172🧑⚖️ |
| Given | 86🗳️ | 160🗨️ |
Edit: Never mind, I hadn't read your itch page. My bad!
I dont see the need of a score displayed or a system to restart the level each time you get hit. This game takes it to another level by rewarding the player with awesome generated sounds to resemble a song by lowering the instruments if you get hit.
@superunknown Great idea! I had thought of that, but concluded that it may mess up the nice feeling of just the beat playing after trying some other ideas that made the gameplay worse. I should try it out and see how it goes!
@smilewood Thanks! See first reply^ about difficulty, glad someone is enjoying it! Also, I did have a framerate-update issue that may have made the spotlight look like it was highlighting the center, rather than fading away super fast. I made a fix for that, and hopefully now it works as intended.
Well done!
Music was very good, and the graphics were really nice too :thumbsup: :grin:
I thought for a moment what I would change and I think the part that doesn't click for me (except many that do) is that the player's input is not in sync with the beat. Maybe the gameplay should be slightly different. What I mean by that - check Necrodancer if you haven't already. Aligning players input with the beat would enhance the experience.
Still, I had a lot of fun playing it.
@masaru I considered getting points or going for time once you complete the track, but decided against it since I assumed people would only be playing for a minute or two. I added a faster speed option for anyone who wants more "winning" than the default. Thanks!
@kazatan Thanks for the feedback! It would be cool to adjust bullet size and other stuff as a part of the difficulty selection.
@aterlamia Sorry to hear that! There actually are key binds present for arrow keys, I just forgot to mention that anywhere. I am updating my LD and itch page to make it clear. Thanks for the feedback!
@meek-bits That is an interesting idea that could definitely be fun. I don't know how that would work in a bullet-hell vs a grid based game, but would be interesting to explore more way to tie the music into the gameplay. Thanks for the feedback!
I love how the difficulty level is built in to the performance of the player, it is such a smart design.
Thank you fo the lesson and for the fun time playing.
I would love for this to somehow be a twin stick shooter -- or at least to be able to use a controller. Maybe have some limited shield resource or power ups to shake things up. Solid entry and quite an accomplishment for a compo.
My game is very similar in concept!
Reaching further in the song is very satisfying
I agree that adding a [touch_sound] is a good idea.
@karl-erik-saks Can you elaborate on that suggestion? You are bound to using 4 directional keys, but can move on diagonals as well. The input is restricted, but not the actual movement if that makes sense.
@gale-swift I have hear that a lot! I chose to leave the win condition open, and let the player just go as long as they felt. Maybe I will add more than that after the jam.
@milestone-games You reached the end! the HEY is the 4th and final layer of the track, and after that the only goal is to survive and enjoy the music.
@remzo Sorry about that! Any suggestion on how to make it more clear?
@sirred I tried to focus on just making the single level as well as I could, and left it without a hard ending to let players go as long as they were having fun. Will definitely look into adding more to this and making that more clear.
@indiedevdan Did you try turning the BPM down in the pause menu?
Great work!
@rein Did not even consider that, good idea and thanks for the feedback!
@dezom See above^. Definitely something I'll need to add.
@danae Can you elaborate on what was confusing? Did you read the description?
@tyrael What do you mean by "snappier"? There have been many suggestions for mouse controls, but do you mean come change to the keyboard controls?
@rhoff95 Yes, I did. I was meaning more like how to dodge all the bullets and get to the records at the same time. Was moving just straight through everyting at first, but of course that didn't work.
Great COMPO! :star2::star2::star2::star2::star2:
it was realy difficult to light all the things.
I'm also a fan of how responsive the movement feels. It's a nice amount of acceleration and I feel in control, which is really important in this style of game.
Nice work!
Congrats for your creation, one of my favorite at the moment !
but fantastic game
it shows
WebGL 2.0 require
The aesthetic style is nice, but the screen can get pretty cluttered at times. I suppose that's unavoidable in the bullet-hell genre; possibly it's the entire point!
As a bullet hell lover, there is something here for me that I quite like! This game is adequately challenging which I do like! Let's go over the best positives:
1) Good bullet patterns/rhythms. It creates for engaging gameplay and as a whole, feel pretty good moving around.
2) Simple art style that serves the arcade feel of the game! I enjoy playing it just as I enjoy looking at it!
But I think as far as bullet hells go, the biggest qualm I have is:
1) The lack of a 'move-slower' button for precise movements. I think that was something absolutely important that you unfortunately did not include here in your game.
Otherwise, pretty good. I like it!
Personallly, I still found the game too hard, even at the lowest difficulty, due to three things, I think. The big one for me is that the majority of the projectiles are too big and could stand to be reduced in size signficiantly, as it makes dodging them feel almost impossible sometimes due to the limitations of keyboard-controls and the density of the projectiles, and I think reducing the size would work wonders for the experience. The second is that I believe they start too close or the map is too small. It felt especially punishing when I was hit by a turret right next to the vinyl I was collecting. Moving the possible locations for the vinyl to appear closer to the centre would also help let me gauge and predict my movements ahead of time. The third is just a bit more audio/visual feedback for when you were being hit. Not knowing if I was dodging or not in the heat of the moment was tricky.
Still, I emphasise that I still had lots of fun and that this a great compo entry. Well done!
My only comment is about the movement. I really wanted to get further in the game but had a hard time getting the hang of the controls, which left me feeling like I couldn't improve. My issue isn't that the game was difficult, but that I felt like I didn't have enough control over whether I got hit. The delay after pressing a key was frustrating because it made it difficult to jump out of the way of nearby bullets, but at the same time, the character moved so fast that I couldn't evade things successfully if I always stayed in motion. It's also possible that it was just my computer (I'm on a recent-ish Mac). It looks like many other people enjoyed the difficulty, so obviously this is just my opinion. For me personally, I think I would've enjoyed it more if the controls were tighter, making it easier and more satisfying to avoid things, particularly in the earlier stages of the game. Then, the difficulty can ramp up as much as you want, as long as the player feels that they genuinely can improve at the game and learn to progress further. A good example of this is Enter the Gungeon, which gives you extremely precise control of how you dodge bullets, then ramps things up until you die. No matter how tough things get, you never lose the feeling that, if you just reacted a little quicker, if you could just keep your focus up a little longer, you would win.
Overall, I think this is a really fantastic entry, and that if you manage to find that sweet spot with the movement, it'll be an incredible game. Amazing work!
https://youtu.be/sQVI534xXs8
It's such a shame that there's no gamepad support, this is just the kind of game that would (IMO) be so much better with an analog stick.
If you can add different levels and types of tracks for each level you would have a complete game IMO.
Great job! :thumbsup:
Really creative use of the theme, well executed rhythm game, and it sure isn't like anything I've played before.
Beautiful visuals, nice mellow beat.
And was pretty obvious and easy to learn what to do. Also I really love that you lose progress instead of dying instantly, it makes the difficulty curve really organic, it makes your success based on how well you're doing, and taking hits not as frustrating as it would normally be.
Once I heard the smooth AF guitar come in, I knew I had to beat the game :D And even when after I figured out that I'd pretty much done everything there was to do, I kept playing for a while just for the fun of it :)
I think it would be even smoother and even more enjoyable to play with analog stick support, or perfect to play on mobile with that on-screen virtual analog stick.
Good job! <3
All in all not too shabby :) Would benefit a lot from an achievable ending for maximum satisfaction!
Two criticisms: it's not clear when you've "won", took me a while to realise I'd completed the track.
Also, there were a few times that the records appeared underneath the turret so it was hard to see.
Thanks for this, man. It's inspirational!
I stink at bullet-hell games, but I was especially bad at this one. The farthest I got was to briefly hear the "HEY" sound. The controls are full-tilt - they seem to go from zero to full speed instantly, which makes it quite hard for me to micro-dodge. So I have to take my moves in huge lurches, meaning I have to read more of the field. That may be the style you were shooting for, I just wasn't able to keep up!
It was very nice that the game counter-balanced this high difficulty with a mostly-low punishment for failure, since getting hit just put you -1 record instead of gameover or some other brutal thing. I still found myself getting streaks of hits sending me WAY back, because once you get far into the game there are tons of bullets all over the place, and even if you get set back a few steps and some of the guns relax, those bullets they've already shot still exist for a while and so there's a "buffer" to how quickly the game will de-escalate the challenge.
I enjoyed playing around with it and giving it a bunch of tries, though. Cool twist mashing up a few different genres here to create a unique entry here, good job.
my main feedback is that the feeling of winning is kind of vague, and very short lived. the middle green bit lights up, which i think means i won, but it's still possible to get hit by a bullet and lose parts of the beat, which in a sense is losing. at that point, the screen is full of bullets, so i go back to a state of "not winning" very quickly, especially because i'm tempted to move the character into the green middle area, which didn't seem to do anything and just got me more surrounded by bullets. i was only able to enjoy the full music for a second, or less.
i think it would feel better to become invulnerable when you beat the game, either by getting the last record to add the last musical component, or perhaps, needing the player to make it to the green glowing center after getting the final record as a final challenge. i like the latter idea, because lighting up the center automatically makes me feel like i should go there anyways.
if you did something like that, then i could feel empowered as a player, and also just feel at ease and less stressed out, since i don't have to worry about getting hit, and i can enjoy both the sound of the full music and the pretty visuals of a screen full of bullets, and dance around in them without being punished for getting hit.
without any kind of winning state like this, and so easily getting hit after finishing the song and losing progress, it honestly felt pretty stressful and frustrating. it was hard for me to even take a screenshot.
if you keep working on the game, then more songs and maybe some powerups (shield, bomb) would be fun additions!
edit: also wanted to say that i think the automatic difficulty scaling of the game works really well, where you only go one step back whenever you get hit. however, it also creates an interesting insentive where at a certain it's actually easiest if you let yourself get hit all the way back to zero, then you can very quickly try to build the beat back up before the screen becomes totally full of bullets again.
apart from the stress and impermanence of winning, i think you did a wonderful job! i was able to beat it at 90 bpm.
edit: also beat 120 yay!

I love rhythm games! It was really cool to play but I would have liked some patterns learning to be involved (or maybe there was but it was too difficult to master haha). Excellent otherwise.
Shoutout for using JetBrains tools :two_hearts:
Great work.