2025/02/22 Dev Log


Done

  • Created the alpha build
  • Added more effects  like combos and healing when combos are done
  • Added boss with more advanced attacks
  • Created title scene (not in alpha)
  • Added a basic tutorial
  • Updated artery art assets to make it look more realistic/less choppy
  • Updated art and animations for player
  • Added basic healthbar (but still needs custom art)

New decisions

Based on feedback from alpha presentation:

  • Limit player movement to only move on beat to prevent dodging exploit, and also make movement fit in to the music aspect of the game
  • Make beat more noticable
    • Make kick/heartbeat more noticable in the music
    • Make everything bounce to the music (UI elements, enemies, healthbars), similar to Hi-fi rush
    • Add judgement line (will be cardiogram in top right of HUD)
    • Update current pulse animations to be more noticable/dramatic
  • Add sfx and adjust music based on various states of the game (hit, low health, boss battle, etc)
  • Fix movement controls (will playtest and choose between updating controller vs having camera rotate with player lane changes) to make controlls less disorienting especially when player is upside down

Todo

Based on feedback and discussions

  • Implement new decisions
  • Update arrow art to make it easier to see/read
  • Complete next levels/different enemy types to create sense of progression throughout game
  • Make two versions to address movement controls and choose best option
  • Update art so everything is not red
  • Make enemy movement smarter to avoid dodging exploit
  • Tune enemy/player/projectile movement and timing so the game feels nicer (the idea is every beat, you either dodge or attack and it flows nicely between the two, rather than a random jumble of multi tasking)

Files

HeartBeatAlpha.zip 42 MB
49 days ago

Get Keep it Beating

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