Dev Log - Prototyping


Game description: 

In the game, the humble toilet brush is imbued with new life and significance, transformed into a “weapon” against crocodiles. This shift prompts a reflection on how every person possesses a unique value, even those who might seem inconsequential in society. This elevation underscores the potential importance and role of each element, regardless of its commonplace status.

Chess is often regarded as a game of intellect, requiring thoughtful deliberation and strategic planning. Combining chess with the seemingly random decisions of rock-paper-scissors, a game of strategy with one of chance, symbolizes how even the most meticulously planned life cannot entirely escape the whims of randomness and fate.

The game allows players to express their individuality and choices within a virtual environment. Each player’s decisions and style of play extend their personal traits, mirroring how people handle similar situations in different ways in real life.

In conclusion, in both virtual worlds and reality, every individual holds unique value and potential. The game, through its design and interactivity, reminds us that everyone can make an impact in their chosen field, whether it be through intellect, creativity, or a passion for life.

Development:

From the beginning, we wanted to take a different approach on the rhythm game genre. Instead of making a hard-core rhythm game like Beats Saber and OSU, we wanted to make rhythm games with minimal inputs and playful themes. We thought of some of our favorite childhood games, brought twists to them and presented them through rhythm games.

We initially expexted to provide players a cohesive narrative experience by having a standalone 3rd person story scene, where players move around, go through the mini-games and collect music pieces from completing the mini-games. However, as the development progresses, we realized that the scope of the game was overly ambitious, and we made an decision to deliever this game with 2 seperate rhythm games without narrative connections.

Meanwhile, we studied approaches to make rhythm games with Unity. We tried using plugins, lists and hard-coding the beats, and none of them suited our needs for this game. We eventually chose Timeline as a beats editor because of its simplisity, easiness to reuse, and convinence of editing during level design. As for the asethtics of the game, we chose a cartoonish style to convey the simpleness of our mechanics and wanted the players to immerse into the fun of playing those childishly themed games. 

Playtesting feedback :

 Our original intention was to create a rhythm game, but it seems we didn't quite hit the mark on emphasizing the rhythmic aspects—perhaps due to the music or the interactive elements. Surprisingly, during playtesting, many people didn't quite grasp how to play the game, something I hadn't anticipated. I've come to realize that our initial tutorial was insufficient. Jumping straight into the game without guidance left many players feeling lost and unsure of what to do.

Successes :

The most successful aspect of this learning experience was that we found each other – excellent game development partners. Throughout this development journey, we overcame numerous challenges and uncertainties, believing in each other's abilities and giving our all to create a game. Regardless of the outcome, this represents a personal breakthrough in our abilities and a reaffirmation of our potential.

Failure :

 If time allows in the future, we plan to enhance the tutorial section. Furthermore, the difficulty of the music should progress gradually and offer hints, rather than presenting a very fast and challenging section right from the start. We must acknowledge that as game developers, we also want to provide a challenging experience for players in order to fully engage them.

What you learned:

Through this development experience, we've learned continuously about how to create a rhythm game. Although it's not a flawless piece of work, as it has many issues with the player experience – something we didn't initially anticipate – the mistakes we made have also been valuable lessons for us.

Next steps:

We'll include tutorial sections and hints to make the rhythm more pronounced in the rhythm game, rather than having players solely focus on the game's difficulty and neglect the rhythmic aspect.

Files

Rhythm Rumble 122 MB
Dec 17, 2023
Rhythm Game Mac 133 MB
Dec 17, 2023

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