Really cool idea! Maybe you could have some kind of modifier keys you hold to automatically space out the rhythm placements, like to fill every _other_ square or every fourth one in a column, or completely fill/empty the column. Seems like crazy speedrun potential too, with fast momentum, risk-reward, and optimizing rhythms for each section.
I love it! I'd suggest trying out a "record" option for setting the beats in addition to navigating the grid, in terms of like, you have red/green/blue buttons that toggle the cell at the currently active beat. Might help flow better if you didn't need to context-switch. The other that comes to mind is a diegetic approach - like, a set of panels on the floor that light up in sequence, and if you set a red cube on one of the panels it toggles the red object when the light underneath it fires. This opens up level design for needing to access and retrieve different "trigger keys", and you could expand upon this by having "rhythm fields" placed in different locations of different lengths, setting up polyrhythms and such between them.
Surprised to see this, since you don't usually show gameplay of your games while they're still in an early stage of development. Looks interesting. I assume players will be able to configure the music triggers themselves in the finished game as well? It looked like more than just a debug feature. It's not entirely clear to me how this will allow for legitimate challenges and not just "place a single trigger to toggle a specific element once, then remove it until it's needed again," but I'm sure you'll figure something out.
Oh yeah, absolutely! In the final game, the patterns will probably only be modifiable at checkpoints, that way you need to come up with a pattern that'll get you through the next section (the camera will be movable in this mode so you can look a head at the level). That's my plan at least, but nothing is set in stone and it'll all depend on playtesting & experimentation Also, if the player decides to play with twitch integration, their chat will be able to change the pattern!
This is rad as hell! I always liked the rhythm timed platformers in new Mario, feels a bit like that. Will you have levels where the player can't edit the rhythm? Platforming vs Puzzle.
Ah!!! I had a similar idea long-long ago, but have zero programming abilities… it’s pretty miraculous that after all these years someone is making this happen! Can’t wait and good luck with the project!!!
whoa, so cool!!!! so i guess the idea is that the player finds some music that lets them navigate the level, that is amazing. have you considered placing the music controls spread around within the level? (perhaps with some funny characters standing around, and you can ask them to start and stop playing their instruments.) ok i could see that reducing into a trite puzzle platformer, but maybe with a more open world / many possible solutions approach it would be interesting and the creativity of the music writing could be maintained. also it would allow for the most fun ever secret areas ^_^ great vibe with the graphics, and very cute character :) i'm really intrigued with the procedural music systems you've been working on and am excited to see how the work evolves, however i feel the songs themselves so far tend come out more shallow and noodley compared to your older music of the knytts for example. there seems to be some extra magic happening here when the song emerges and clicks in by the player's exploration toward finding the navigation solution.
You're a freaking genius
Really cool idea! Maybe you could have some kind of modifier keys you hold to automatically space out the rhythm placements, like to fill every _other_ square or every fourth one in a column, or completely fill/empty the column. Seems like crazy speedrun potential too, with fast momentum, risk-reward, and optimizing rhythms for each section.
I love it! I'd suggest trying out a "record" option for setting the beats in addition to navigating the grid, in terms of like, you have red/green/blue buttons that toggle the cell at the currently active beat. Might help flow better if you didn't need to context-switch.
The other that comes to mind is a diegetic approach - like, a set of panels on the floor that light up in sequence, and if you set a red cube on one of the panels it toggles the red object when the light underneath it fires. This opens up level design for needing to access and retrieve different "trigger keys", and you could expand upon this by having "rhythm fields" placed in different locations of different lengths, setting up polyrhythms and such between them.
Surprised to see this, since you don't usually show gameplay of your games while they're still in an early stage of development.
Looks interesting. I assume players will be able to configure the music triggers themselves in the finished game as well? It looked like more than just a debug feature. It's not entirely clear to me how this will allow for legitimate challenges and not just "place a single trigger to toggle a specific element once, then remove it until it's needed again," but I'm sure you'll figure something out.
Oh yeah, absolutely! In the final game, the patterns will probably only be modifiable at checkpoints, that way you need to come up with a pattern that'll get you through the next section (the camera will be movable in this mode so you can look a head at the level). That's my plan at least, but nothing is set in stone and it'll all depend on playtesting & experimentation
Also, if the player decides to play with twitch integration, their chat will be able to change the pattern!
So fun to see your stuff! I remember the days of TGF and MMF
This is rad as hell! I always liked the rhythm timed platformers in new Mario, feels a bit like that. Will you have levels where the player can't edit the rhythm? Platforming vs Puzzle.
I don't know yet, but I'm gonna try to elaborate on the concept in many different ways, so that sounds very likely
Such a cool way to immortalize your dog :]
Ooo, more rhythm based games? nice
Ah!!! I had a similar idea long-long ago, but have zero programming abilities… it’s pretty miraculous that after all these years someone is making this happen! Can’t wait and good luck with the project!!!
Very cool. Will be interested to see where this goes
wow this is a super fresh idea
delightful
I hope it works by you actually adjusting the rhythmic sounds yourself to alter platform patterns, so much potential!
This is a dope idea!
oh hell yeah
New Switch indie game looking great
Niiiiice!
whoa, so cool!!!! so i guess the idea is that the player finds some music that lets them navigate the level, that is amazing.
have you considered placing the music controls spread around within the level? (perhaps with some funny characters standing around, and you can ask them to start and stop playing their instruments.) ok i could see that reducing into a trite puzzle platformer, but maybe with a more open world / many possible solutions approach it would be interesting and the creativity of the music writing could be maintained. also it would allow for the most fun ever secret areas ^_^
great vibe with the graphics, and very cute character :)
i'm really intrigued with the procedural music systems you've been working on and am excited to see how the work evolves, however i feel the songs themselves so far tend come out more shallow and noodley compared to your older music of the knytts for example. there seems to be some extra magic happening here when the song emerges and clicks in by the player's exploration toward finding the navigation solution.