Milestone 1: Game Idea Pitch
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Presentation:
Milestone 2: Interim Demo
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Presentation:
Milestone 3: Alpha Release
Report:
Presentation:
Milestone 4: Playtesting
Report:
Presentation:
Milestone 5: Final Release
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Poster:
Trailer:
Downloads:
17 Kommentare
Miguel Trasobares Baselga sagt:
12. Mai 2025Your presentation was quite unique! I am not that familiar with music games and making it an smooth player experience sounds challenging. I am not sure how you plan to do controls, what I understood is that you play with hands somehow. Because you want to do your own game engine, I am not sure how you want to include the controls, one easy option I can imagine is to use a couple of ping pong paddles with some colored paper on each side to that they are easy to identify by the camera, is the RGB gesture control via a camera? I think that using your hands and make funny finger shapes while moving could be cool but way harder. Maybe the player could tap in the air in front of the sensor and just do some beating using the hands. We need more details about how much the player is supposed to move and if it is gonna be more a trippy-chil game or a go with the beat game. Graphics looks good and playing with the lights can give an epileptic effect (warn of this before playing). Keep beating!
Ignacio Pizarro Garcia sagt:
13. Mai 2025I love this game already! Looking forward to see what you come up with. I already can see that the person playing it will be too focused on the notes and people around them will be mesmerized by the visuals on Demo Day! Good Luck with this one, looks like a lot of fine tuning!
Giorgi Tsartsidze sagt:
13. Mai 2025Very unique and fun guys! Well done!
What I really liked:
What I can suggest:
Conclusion:
Really looking forward to what comes of this, as this is very much unique, I loved the music during the presentation and I want to vibe with music within the game
Baran Gürsoy sagt:
15. Mai 2025I think this is a really cool and original take on a rhythm game. The idea of layering music and visuals based on player performance sounds super satisfying if done right. I also really liked how the tunnel shaders connected to the “Road to Nowhere” theme. It’s a smart and creative choice.
The pose tracking idea is ambitious and could be awesome, but I'd definitely keep a backup control option in case there's not enough time to make something reliable or accurate. Also, building everything without a game engine sounds intense for the timeline. So I'd focus on nailing the core gameplay first and do the all sounding really cool ideas later. You'll have an intense load of work for doing everything from scratch and even creating the musics, so good luck and I believe in you guys!!!
Overall, great concept, loved the creative presentation, and I’m curious to see how far you can push it.
Yifei Liu sagt:
16. Mai 2025I really like the visual effects of the presentation — together with the music, it should create a very immersive experience. I'm really looking forward to it in next milestone.
Alexandra Colf sagt:
16. Mai 2025I really enjoy playing rhythm games like Beat Saber, so I instantly liked your idea. I think it's innovative and has great potential to turn into a really good game. I also admire your decision to build it from scratch and not use a game engine for it.
However, in a rhythm game like this it is crucial that the music is really good and perfectly synchronized with the gameplay patterns. Because of this, I am not sure how well dynamically generated musical patterns are going to work in practice. I would recommend focusing on refining this aspect, ensuring the visuals and audio are engaging to the user. If you still have time at the end of this, you could then try adding the motion sensor mechanics (although I think the idea would fit the game really well).
Davide Mongera sagt:
16. Mai 2025I don't play rythm games a lot, but I have dabbled in them. From your document I couldn't really understand what the controls of the game are. You mentrion what are essentially motion controls trough a simil kinekt, but you put this just as an extra and then in the inspiration there are only more "traditional" rythm games. If you can't implement the pose tracking, how does the game control? from your drawing it seems to control like fruit ninja where you slice elements, so it's more similar to OSU than anything, but talking about tunnels and the whole game being on rails that you progress makes it look more like guitar here where instead of the notes coming to you, you go to the notes. Could you clarify?
Jasmina Vulović sagt:
18. Mai 2025Loved the presentation!
Dynamic Audio-Visual Synergy:
Your layered music system (where combos unlock new instrument layers and visual effects) sounds incredibly immersive! How do you ensure the transitions between layers feel seamless, both sonically and visually? For example, if a player suddenly drops their combo, will there be a graceful "fade-out" of layers to avoid jarring shifts?
Motion Control Integration:
The RGB camera pose-tracking idea is ambitious and fresh for a rhythm game! Since latency is critical for rhythm gameplay, how are you planning to balance gesture complexity (like slicing motions) with responsiveness? Will there be fallback input methods (e.g., keyboard/mouse) for players without cameras?
Nils Hothum sagt:
18. Mai 2025The presentation was great! I especially like that you're combining the game with your passion for music and plan to create the soundtrack yourself. The layered structure sounds very promising, and I’m really looking forward to hearing the tracks and playing the game with them.
That said, I also got the impression that some of the technical goals, especiallywith sound mapping (which can be quite tricky), custom shaders, and motion tracking in your own engine, are very ambitious. It feels like the rhythmic gameplay combined with the DIY music and shader approach already offers more than enough to fpcus on for a strong, immersive experience and would still hit your bullseye goals.
While the motion tracking aspect sounds really cool and I’d love to try it, maybe it’s something that could be saved for the extra layer
Jonas Hack sagt:
18. Mai 2025Feedback Pitch:
- Technical challenge is very interesting
-> actually doable, if you have restraint
-> maybe focus on music visualization first, then branch out to interactivity
-> be careful not to overdo it. A game engine is a mountain of work
- Love the SDFs
- Also awesome presentation
Reynard Jahja Saputra sagt:
18. Mai 2025I loved the presentation that you gave during our milestone meeting. It was definitely a unique one and I enjoyed listening to it. The game idea is also great and one of the things I look forward to is the fact that combos will be upgrading the music and visuals, which I think will hook the player into playing it more. The whole concept is overall great and I really can't wait to see the game in action in the coming months.
The technical achievements sound really awesome, especially building the game from scratch without an existing game engine to create it on. I can't say whether it's ambitious or not, because personally I don't have much experience on that area, but I hope that you make sure that the timing fits correctly with the deadlines. I would also advise to really make sure that the game mechanics with the combos and the music upgrades/downgrades are tested well, because I, as a player, will be looking forward to how fun that would be to play.
Katharina Benke sagt:
19. Mai 2025The game idea sounds very fun and very interesting, I like the visuals matching the audio! However, making the whole game from scratch without using an existing game engine sounds very complex and might be too much for one semester. I think you should consider using some existing game engine as a backup possibility at least, or implementing your game so you can easily reuse scripts across environments so you can switch between existing engine and from-scratch if necessary.
Nicolas Ulrich sagt:
19. Mai 2025First of all, I really like that you're planning to make a custom engine. I think that's very cool. The game idea itself looks promising as well. I like the emphasis on combining audio and visuals.
That being said, the workload seems massive (maybe you will be able to reuse some code from other rendering projects ?). I hope it works out for you !
Maximilian Pfaff sagt:
19. Mai 2025- Really loved the presentation, got me hooked and was pleasing to watch. Also liked the music part.
- Liked the aesthetics shown in the presentation and I am looking forward to seeing them in the game.
- Additionally the approach of not using a game engine is quite impressive with what you have planned and the limited time for it.
- Motion control integration, in my opinion, might be a bit overkill though together with all the other features.
Kristin Fratzke sagt:
19. Mai 2025I really like rythm based games, osu! and crypt of the necrodancer were my favorites back then. Your idea has really high potential and i am looking forward to playtest it
Sina Bolouki sagt:
19. Mai 2025I really like the rhythm based idea of your game. Not using a game engine might be a hard challenge with the limited development time. Since you did not mention it as your inspirations, you may want to take a look at Thumper as a reference. (Just as an example, they created the engine themselves and took them 6 years to finish the game:)) )
I will probably spend a lot of time at your booth in your demo day!
Bjorn Kühne sagt:
19. Mai 2025Very cool presentation! — if it's any indication of the game's overall quality, this could turn out to be a really solid project.
I enjoy rhythm games, although was never the best at them. Do you have any different difficulty levels planned?
Also you mentioned during your presentation that it would be looping music, which makes sense, given the "road to nowhere" theme. However, I could see this getting repetitive/annoying after a while, what is your plan to circumvent this?