GDD Link as a Google Doc file : https://docs.google.com/document/d/1XlBpHAvh9qGSMT-DaVdWy6P7vjY2Zmy2cag4MqGIzH0/...

Controls:

Arrow keys / WASD keys -> Move camera

mouse scroll -> zoom in / zoom out

R -> Rotate trap before building 

Left Mouse Click -> Place trap

1, 2, 3, 4, Space -> Use skills and traps

Pitch:

Rhythm of Ruins is a rhythm game mixed with tower defense, where you play as a dangerous dungeon that kills the adventurers exploring it.
Made from Paris with love !


This jam is the first we did in a 2 weeks period ! Quite a lot of fun but also tiering as hell. We hope you had an amazing jam period and did not strain yourself too much, keep Jaming !!


Erratum :

Forgot to specify in the credits : 

Jordan Tuffery for the song composition. https://bsky.app/profile/lamphi.bsky.social

Kevin Courtois for the SFX creation.

Yann Masson for the art: https://yannmasson.artstation.com/

StatusReleased
PlatformsHTML5, Windows
Release date 75 days ago
AuthorsEverBro, Lamphi
GenreRhythm
Made withAseprite, Godot, Audacity, FL Studio
Tags2D, Fantasy, Godot, jam, No AI, Pixel Art, Singleplayer
Code licenseMIT License
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Mouse
LinksYouTube

Download

Download
RhythmOfRuinsWindows.zip 54 MB

Comments

Log in with itch.io to leave a comment.

I love the game please continue working on it, even better because it's godot!

(+1)

Awesome concept, great art, good music! I think the indication of when the beats are was difficult to figure out, a very simple line and a marker at which to hit it would be helpful. Also hitting buttons depending on what you wanna activate (be it a trap or attack) is alot to do at one time. Having everything on the map activate on space would make it really approachable. Those are the only two pieces of feedback I have. Overall great game!

Hello, thanks for the feedback !

Basically wanted to say almost exactly this.

I love the concept! I did find it a bit difficult to know when the 'beats' of the game were. I suspect the heartbeat was supposed to visualise it? but because the waves were quite small and closely spaced it was hard to tell, and when I played to the music it felt too slow and like I was missing something? However I really want to see this game developed more and made into a full release!

Thank you very much ! The heartbeat and the "lifeline" are the visual cues for the rhythm, but it would have been great to have a tutorial to introduce it and calibrate it

(-1)

What a beautiful and interesting game. I think it would benefit from some sort of automated trap interactions, where there was a longer cooldown on the actives and the actives did something special but infrequent. For example, the spikes could stay out for a few turns but then not go auto till the cooldown ran out. I found the method of play that seemed to make sense for me; and I may be wrong about this, was to spam buttons as fast as possible because trap uptime is more important and more possible than specific interactions. It's not possible for a player to be in all 3 tracks at the same time. Although perhaps I misunderstood something.

Not to be overly critical, it's an awesome game. Specifically the artwork here has a lot of heart and soul. Great game guys, I look forward to seeing more! =D

Thanks a lot for playing and taking the time to point out where we could have done better !