Sound Crush
Seizure Warning: flashing colors
Experimental game where you avoid the moving blocks. Blocks impact the walls to the beat of the music.
We generated moving blocks based on spectral output of inaudible audio files playing behind the scenes (they match up with the audible music though! I just had to do some weird things to get it to work right) Red = Bass, Green = Drums, Blue = Melody
Controls:
A - Move Left
D - Move Right
W - Jump/infinity jump
P OR Escape - Pause
Survive and collect the things! Don't touch the walls.
Programming and art by @riv_roy https://twitter.com/Riv_Roy
Music and sequencing by @trurkowski https://twitter.com/Trurkowski
Experimental game where you avoid the moving blocks. Blocks impact the walls to the beat of the music.
We generated moving blocks based on spectral output of inaudible audio files playing behind the scenes (they match up with the audible music though! I just had to do some weird things to get it to work right) Red = Bass, Green = Drums, Blue = Melody
Controls:
A - Move Left
D - Move Right
W - Jump/infinity jump
P OR Escape - Pause
Survive and collect the things! Don't touch the walls.
Programming and art by @riv_roy https://twitter.com/Riv_Roy
Music and sequencing by @trurkowski https://twitter.com/Trurkowski



Comments9
Once I got the gist of the game, it did become a little on the easy side, seeing as the only way to die is to touch the black edges, and as you later progress in the game, you tend to get caught in so many rows of moving blocks that it actually becomes quite difficult to die. Seeing as the game is already called "Sound Crush", I guess it would make sense and add an extra challenge if the player could be crushed by the blocks. Well, maybe that would require some difficulty tweaking and definitely a faster respawn time.
The audio is quite cleverly put to use in this, seeing as the moving blocks are synced up to the different cues in the music so as such, it is a neat idea to have the music start out more minimal and then gradually build up as it increases in difficulty. I thought this was a neat idea, and loved watching the blocks line up with the beats and different musical parts.
I know you warned about flashing backgrounds, and they didn't particularly bother me, except for the fact that they don't really seem to match with the music in the game. A flashing background would seem more appropriate if the music was more upbeat and ravelike, but I didn't really get those sorts of vibes from it. So the mood seemed a bit more disjunct.
After the music stopped playing, I was left with a black background and lots of gold orbs. The music started looping again, but no more blocks were coming. Thus, I'm not sure if this was meant to be an endless game? But since the game is dependent on using the music for its challenge, it might have made more sense for it to be beatable (or at least, make it more obvious that it's beatable). Maybe set levels for a postjam version? :D
Overall, I thought there was a great idea and connection with the music and the audio.
~Random-storykeeper
I think the core issue with it for me is that the music didn't have a very meaningful impact on the way the blocks appeared. From my perspective, the main difference I noticed in the game was that when the music was more 'intense', there were more things appearing in the game. But the rhythm of the song or the pitch of the notes didn't really change the way the notes appeared in a way that influenced the gameplay, really. If I could somehow predict the way the blocks would appear based on the music, and I had to change what I was doing based on that, it'd be pretty cool.
The game itself is still cool! I just think that part was a bit 'dissonant' to me.
The game felt kinda confusing to me at first. I also didn't get why we're collecting the balls. It's more of a survival game instead of a collecting one. :P
Nice work though! :)