One of the best games I've played during the game jam. It's very addictive and a really unique take on the rythm genre with it being a dungeon crawler. The double input was really clever and added some great challenge. Visuals and music were really cool too. The game feels very polished and ready for release. Well done guys!! Keep it up!
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Rave Cage Cyberfunk's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #1 | 4.360 | 4.360 |
| Audio | #1 | 4.680 | 4.680 |
| Innovation | #6 | 4.320 | 4.320 |
| Gameplay | #9 | 4.200 | 4.200 |
| Theme | #20 | 4.280 | 4.280 |
| Visuals | #45 | 4.560 | 4.560 |
| Enjoyment | #55 | 4.120 | 4.120 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
Risk loot by fighting stronger enemies.
What code and assets did you not make from scratch during the jam (if any)?
Some sounds from freely available websites.
How many people worked on the game?4
Comments
Ok love this. Love rhythm games, love the aesthetic. It was challenging in a way that was fun and rewarding to get better at, especially hitting the little special combo to get extra damage--which was an inspired design choice. Plus the risk element wasn't pure gambling which I lowkey don't really like in general. 10/10 my choice for best game so far.
Excellent visuals, music and SFX! The gameplay itself is not my taste, but cleverly designed and I imagine certain types of players loving it. For instance, having to pay attentions to two markers at once and let both hands do different things, makes this an excellent game to train left-right-brain synchronization and coordination.
Wish I didn’t have to go to the next enemy on loss though, would have been great to get to hone my skills on the same enemy before the difficulty increases. So in that way, losing a battle increases the risk because it gets harder before I get the chance to improve my skills.
Great game mechanisms with attacking and blocking. I was initially wondering what the point of different attacks were but then I saw the combo system, which was also well done. Risk was implemented quite well, and I especially how the music sped up to match the pace!
Solid entry, and some crazy dance moves. I loved the idea and the variety in items and attack patterns. Well done to the whole team, I enjoyed this a lot!
One of the best entries I have played so far! The risk theme is embedded in the core gameplay, the rhythm game is really fun and engaging, and upping the ante feels pretty exciting! I really liked the music and art style as well. Great game overall!
Game is very crisp and clean! Very nice GUI. The music and sounds are cool. :)
cool idea. but, there is also a lot to focus on. I found it was sometimes a bit hard to not get overwhelmed by everything that was going on. But maybe I am just a bit too slow for this game.
I was wondering how some UI changes could help with that? I think your UI looks really good, but what I think supported that feeling of being overwhelmed was that you had your arrow keys on the left side and on the right side of the screen the attacks. So you kind of try to focus on the left, but your eyes are somewhat drawn to the right to the attack menu - all while trying to stay in rhythm. Not sure if it would help to have the UI a bit more condensed or make it worse. I ask this out of curiosity, because i wonder if there was a thought process concerning this. Making a good UI for this game seems tough.
Have you considered to do it as in other rhythm games so you can see the inputs way ahead? As in guitar hero, where you see the inputs as a chain and you need to time them right? Here, they just pop up one after another and it makes it feel like a reaction check rather then a rhythm game. I think this might have further helped.
But just to be clear, I think this is a very great entry. Those things might definately worth exploring if you want to keep working on the game, but for a Jam entry, this is really great stuff! But I also think this might actually worth pushing further after the Jam.
Hey! Thanks for the feedback.
I have mainly designed systems for this game, so here's my two cents. I was also concerned with the game feeling overwhelming, and i'm honestly surprised you're the first one to point it out. The main thing I didnt communicate well enough is that the blocking was way more important than attacking, hence this is why the right side is way smaller. So just looking at the arrows and reacting to them was more than enough to clear the game. How the attack works is that if you do it correctly you get a +20% boost in damage, so if you only focus on the arrows you're not missing much (except the combos). UI definetly could use some experimentation with the layout, so i agree with you maybe a more condesed version could be better. Maybe something like a small pulse on the right side might have been better than dropping circles.
As for the arrows coming in advace - originally this game was more of a reaction test, but i've found clicking on the beat was way more fun, so i added that. So maybe you now see why it kinda has this weird inbetween of reaction and rhythm. Most of the mechanics were mid game decided on and implemented, and considering we submitted this game 10 mins before deadline, this is the best we could do :D
thanks for clarifying that, always great to use gamejams to talk about our games and learn what was the reasons behind decisions.
A lot of what you explained makes sense and I can see where your coming from. I actually did not even realize that you do most of the damage through blocking (but, it makes sense in retrospective) because I was so focused on pressing the right buttons. Blocking really suggests that it is defensive skill only, so I guess that was what reinforced my idea here. But I should have realized that I did damage if I only blocked, but just wording it differently would definately help the player.
That it was primarly made as a reaction test also explains a lot and I can totally see that it was hard to fully turn it into a rhythm game during the Jam. From a player perspective, it makes sense that it is a rhythm game I think, because you block on the full beat and attack on the half beat. With combos, you then get intro triplet rhythms, so that is pretty cool. And therefore, I think it makes sense to see the commands beforehand, because you can plan ahead what you gonna do in your head and execute on the beat. But if this was not how it was originally intended and developed, I totally understand why the game is not fully designed around that mechanic.
But overall, again, really cool game. I probably gonna give it another go on the weekend with a bit more time and the knowledge I gained from our conversation. I really think this has potential and it is rare for me that a Jam game has enough of a lasting impact on me that I want to come back to it after testing it out! so you did definately a great job here!
also, would be super cool if you could check out our game, I would really appreciate a feedback if that is anything that interests you at all.
never give up! addictive really, love the music, art and gameplay. Felt super rewarding to equip new weapons.
Awesome game! Really its pretty additctive hahaha, the music tho i got hooked as well as the art! Great Job
Amazing game! Really like the music and art style. Am rusty with rhythm games but this was fun to groove to.
It was my first time playing a game that combines rhythm and roguelike elements.
I was really impressed by the high quality of the game system, sound, and graphics.
The reward system that perfectly fits the theme was also outstanding.
Great entry. Perfect audio and game concept. Really hard to beat the final boss.
Very polished. I’m bad at rhythm games, but I think this was the most fun I’ve ever had in a rhythm game. Great idea with the progression as a roguelite and adding the attacks. Hard, but very fun. Great art and music
Awesome that you have a good tutorial too
This game is so cool; the art style is just so great, the mechanics were really cool; the sound design was great. I thought the idea of a fighting rhythm game was just really interesting, especially for risk it for the biscuit; overall really great game.
Listen.. I'm the absolute worst at rhythm games but I still had fun! I feel like there was a lot of pretty art on the screen that I ended up not looking at because I was trying to get the timing right on the arrows.. still super cool. :)
Woah the music is actually insane. Love the visual style too. The gameplay is A LOT of fun, and really challenging. I love the combos you can do, really spruces it up and adds an extra layer of depth. Was able to beat the boss, I really liked the gameplay it was super unique, would love to play more of it tbh





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