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Lullaby Disaster's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #12 | 4.043 | 4.043 |
Audio | #24 | 3.652 | 3.652 |
Overall | #27 | 3.497 | 3.497 |
Accessibilty | #39 | 3.087 | 3.087 |
Graphics | #39 | 3.870 | 3.870 |
Fun | #51 | 3.304 | 3.304 |
Theme | #53 | 3.478 | 3.478 |
Controls | #74 | 3.043 | 3.043 |
Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.4 beta1
Wildcards Used
Natural 20, Exchange, What does this do?
Game Description
In Lullaby Disaster, you are an adventurer who finally finds the Flute of Transformation after years of travelling in the desert. But while trying to stow it away, you're not exactly quiet...
How does your game tie into the theme?
You play a flute that transforms the creature next to you if you play the wrong notes.
Source(s)
N/A
Discord Username(s)
Schinken, Substain, Xandruher, zenpengel
Participation Level (GWJ Only)
1,2,11,26
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Comments
Very nicely done, great music and artwork.
You might want to have the VFX preload in the splash screen as there was a hitch the first couple times I missed a note during the "combat". It also took me a moment to realize I was moving specific items in the bag when trying to get the flute below the fill line, but that might have been my own cluelessness.
Bonus points for all the nice extra menu pages, and multiple option submenus, rarely seen in a jam game, well done!
Such a cool concept, great cinematics! :D That was a great composition for a rythm game, really great job :) (The first time I tried didn't work, but fortunately reloading the page did the trick as other people commented n.n)
This game is really fun and creative! Having to empty my inventory was funny and I totally ejected some important items...
I really enjoyed the flute sequence. I had to figure out where to actually hit the note though, at first I was anticipating maybe I had to hit the note when it hit the top of the flute pan before I realized thegoal was to press at the line.
I also like how the flute performance then corresponds to the boss evolution. For the boss fight itself I was able to defeat the boss by doing a small circle in which I was able to just keep hitting with no damage.
Very interesting combination of games! I loved the musical part the most, although at first, it stopped working - from a certain point, I always missed it no matter what. Reloading the game helped, and the second time, it was great! I think it might have something to do with the lag you get from when the song games starts - maybe it desynchronized visuals and the hit detection?
The visuals were also quite cool, especially the evolution of the dragon! The fighting didn't quite work for me, though - it felt like the attack animations were absent, and I also didn't quite want to fight the dragon :D
Thanks for the kind words! :)
About the missing the notes part: On web (hopefully only on web...) there is a bug with the AudioStreamPlayer playback duration (i.e. when you read how long the AudioStream has been playing). It sometimes jumps to 100% duration and then quickly fixes itself. This however is enough to trigger all notes as failed (and thus unhittable...).
Reading the playback duration is a pretty new feature on web (>4.3, so 4.4 dev/beta) and it seems there is still some bugs to iron out there :).
Wow, interesting!
When I tried doing rhythm game last time I didn't even think of working with notes durations, I was just starting timers when the notes appear. Do you think reading notes duration is better? It kinda feels like it might be more complex and prone to lag then making a separate timer? But I'm a novice, so I might be completely wrong with my assumption :)
I think it might even be less prone to lag issues, at least the way we did it.
This way, the notes move always in sync with the music, if the music skips/lags, the visuals will also skip/lag.
This approach might lead to performance issues with very large songs (lots of notes), but for us this worked. For note detection we don't use physics at all btw, we just check if the note is withing a given timeframe of their start time. i.e.:
var min_time = note.start_time - tolerance_time
var max_time = note.start_time + tolerance_time
if current_playback_time >= min_time and current_playback_time <= max_time -> then note is hit
Very interesting, thank you!
When I did musical rhythm game last jam - I just made an array of notes with their length and pauses (also converted from midi) - and just went over the list and initiating a visual note que 1 second in advance of emoting a sound note. And when the visual notes had timers attached to them against which the input was checked - whether it's within the allowance interval.
So it looks the same, but instead of music playback - checks against timer attached to visual ques. Although I didn't do the classic "lines" and was using scaling-appearing notes :)
Not sure though whether timer works in physical, or something else - I didn't get that deep into engine yet. But for some reason I thought that asking timer is "faster" than asking a music file. Although when it's loaded - there is probably no difference?
Not *much* difference at least when using the music file (it is also converted into an array of NoteData (custom class with some data like start_time, frequency etc)).
This array is checked every physics_frame (though the whole array is split into the 4 bins for the 4 lanes first, so there are maybe like 90-ish notes per bin per physics_process frame to check). For larger songs this could lead to problems but for this it worked fine :)
Interesting, thank you!
The inventory system and the flute sounds were cracking me up.
it's well polished for 9 days, good job to the team !
man, participation level 11 and 26 is insane and the experience really does show in the game. I found the inventory minigame to be very fun and creative. I felt that the game threw right in the deep end with the flute minigame. I think I missed more than 160 notes. I could only see the guy's feet in the boss fight because he turned into a ultra mega devil titan.
+1 to not knowing when to hit the notes. The feedback on if I got them right or not also seemed inconsistent, which added to the confusion. I did play on web tho.
Anyway, still a fun and cool game! I've never seen an inventory system like that, so kudos there. And the visuals were fantastic! :D
Mhm, the feedback looks right for me (in case you're trying to hit the line). If the difficulty for the rhythm game is increased, the areas for good/perfect/... hits are smaller. Or maybe it is indeed a web issue.
Thank you for the feedback!
Impressive amount of work on your part! It's always a challenge to implement several different gameplays into a single game jam entry, so good job for managing that!
The end fight was the least interesting of the three in my opinion, but the inventory cleaning gameplay and of course the rythm game were really cool.
The flute keys displays being at different heights made it difficult for me to concentrate on the actual horizontal line that is used to time the key presses, but that is just a small issue that might not even be one for most people ;)
Good job!
Thanks for playing! It indeed was quite the challenge to get three minigames ready in time.
About the rhythm game: No you're not the only one, a few people already mentioned that they don't know when to hit the notes. Most tried to hit when the note reached the pipe... oh well :). Lesson learned for another time!
super interesting concept and a lot of interesting things going on here! I think that's what jams are all about, making whacky and unique idea, great job!
Thanks!
I really liked the concept of a rhythm game that determines how strong a boss is. This boss was extremely fragile though XDD. Overall, you guys managed to get a lot of components in under a small-time frame which is really nice. Great work!
Thanks for playing! I agree, the boss fight definitely needs an update. I guess thats a prize we pay for having many components in there
Wait that schinken guy is just named “Ham”… He should collab with Viktor Fromage to make an Arte version of jambon-fromage. Oh yeah with some of that delicious black forest ham 😋
Oh right I’m supposed to talk about the game. Anyway just rated it, and just thought now that your game has a bit of a meta-interpretation of the theme. Because it morphs from one type of gameplay/minigame to another. Real good graphics, audio & fun.
Here’s the playthrough if you want to watch again (or for other members if they missed it)
https://www.twitch.tv/videos/2358676449?t=03h59m27s
I am not sure if an Arte version would be absolutely amazing or downright disturbing. It's always a coin flip on Arte :D
Thanks for playing and streaming the game. :).
Really unique game! Vibrant graphics, great music and gameplay. I'm guessing the slider in the menu is the difficulty menu? I raised it to maximum for my first playthrough and the rhythm game kicked my butt. 2nd try I kept it at normal and it felt really balanced. The boss changing depending on your performance was creative.
Great work!!!
Thanks a lot for playing and the feedback! And yes, its a difficulty slider (for two different difficulties)
Extremely creative game, it's the first game I've seen that combines different minigames to tell a story. The rhythm game was very difficult, and I like how my performance was tied to the boss fight! Great job!
Thank you for playing!
Loved the visuals, music and gameplay. I think you made the most out of the theme and I'm always amazed what a small group of experienced/skilled people can achieve in such a small timeframe. This would be good material to make a real commercial game. Keep going on!
Thanks! Hope you can be part of it next time ;)
Nice graphics. The rhythm game was cool and the inventory game was cool. Camera movement was nice for the little cutscene at the chest. I really felt the silence in the walking portion and boss fight. Some kind of sfx would have been nice. Especially in a game featuring audio.
Thanks for the feedback!
I totally agree, SFX would have been helpful.. but there was not enough time in the end.
I really like the audio design here! The game and 3D models are quite neat! I'm not too sure what the inventory mini game's purpose is but I definitely have a lot of trash...
I would have loved some sound effects from the monster. Maybe something like a snore and wake up noise. Changing the note key binds didn't change the displayed letters which made my second attempt really confusing.
Overall a really good submission! I really like the fart sounds when you fail. Very cinematic!
Hi & thank you for playing.
The inventory minigame has basically two purposes:
- a cue for the monster to wake up (although some sfx would have been helpful here)
- provide you with items for the boss game (Tab to switch weapons, E to eat a ham). Having a lot of trash also makes you a bit slower.
Great first impression with the opening cutscene and how the game looks in general. I like the toon shader and the music and sfx.
As for the gameplay, well... I suck at rythm games so I did not do too well in that phase. I wasn't sure when you are supposed to press the button - when the object is above the flute or behind the key button? I managed to get some points there, but I'm not sure how :D But since I did so badly I saw the boss monster transformation - super cool!
During boss fight the boss glitched and got stuck hanging in the air. It did nothing and I killed it in a couple of hits. Is there any way to play the boss fight without it breaking? That seems like it could be fun! Also, attacking during boss fight shows collision shapes for a bit - not sure if intended, or it was there for debugging and was supposed to be removed for release.
Great job!
Thanks for playing and for the review!
You've managed to play the game during the time when we had the boss bug still in there, which basically prevented the second half of the game (we filed a bug report and uploaded a fix, but it's still a bit broken for large boss sizes I think).
The idea for the rhythm game is to match the notes with the String right above the pipes. I guess this is still a bit confusing with the pipes shown.