About
This concept came from my love of rhythm games such as Guitar Hero, as well as not being able to find any games which balanced rhythm and non-rhythm gameplay in the way I was looking for. This has changed a lot in recent years as rhythm mechanics have been explored and experimented with a lot more.
I’ve always appreciated an interesting rhythm game and I love how games like Crypt of the Necrodancer create a fusion between rhythm and other genres, despite this I had been looking for a game that has both rhythm gameplay as well as strictly non-rhythm gameplay. The vast majority of games were either purely rhythm or had the occasional puzzle or minigame that had an element of rhythm.
For this project I chose to blend exploration inspired by metroidvanias, with combat which was realised as rhythm gameplay. You play as a bard whose instrument has been broken, through exploration of the world the instrument is gradually repaired and upgraded which not only adds more complexity to the combat, but also unlocks new movement abilities to further the player’s exploration.
I have hundreds of ideas for this game but the scope and scale were simply too large for me. I was also finding UE4 to be very difficult to use for a 2D game in general. This project, although not the first I had issues with, was the point where I decided it was time to explore other engines. This would result in me wrapping up this project and moving on to learn how to make games in GameMaker Studio 2.