2020: A Space Odyssey(DEMO)
RhythmYou are navigating your way back to earth through the solar system. You can't control the direction, you have to navigate by using the planet's gravitational...
Play as Jacked Rabbit, a surprisingly agile heavyweight boxer, as he pursues his goal to fight in the Rhythm Rumble Championships. Hone a sense of inner rhythm and show that sandbag who's in charge as you train. So dust off the boxing gloves, get those toes tapping, and work to become a Rhythm Rumble Champion!
Rhythm Rumble, sans Training
Rhythm Rumble Trainer is a student thesis game from Spencer Everhart. Initially envisioned as a fighting game that twisted in rhythm mechanics as a way of pursuing accessibility of the fighting genre to new players, the game was pitched as Rhythm Rumble, short and sweet. As the project was pursued and new avenues of thought and design philosophy were explored, the goal shifted away from accessibility in fighting games and toward games as a whole. Efforts were focused on distilling the game down to its single most core mechanic, the rhythm, and learning to make a game that was easy to pick up and understand at all levels of games literacy, and fun to play regardless of being either a little wet behind the ears or a seasoned veteran of games. And so, Rhythm Rumble Trainer was born: a scaled back, more finely honed realization of the initial concept.
Arriving at Trainer
When it became quickly apparent within the first few weeks of development that, given the allotted development time, Rhythm Rumble was a Herculean trial at best and a fool's errand at worst, it came time to trim the fat of the idea. Mechanics were scrapped or consolidated, features like "Choose Your Own Music" were written off, and the number of planned characters diminished. Still, the game felt like it was missing some mark, or that something wasn't being approached as it should be.
I was working on a different game while this happened, as a UI designer. Traveling around to exhibit it, I had the opportunity to consult with more experienced developers and learn from them. I grew a network, gained invaluable insight and support...and still felt my fighting game wasn't quite right.
As I finished work on the other contract, making buttons and other UI elements that gave visual feedback, my course became more clear. This wasn't about fighting, or about rhythm. It was about making a tactile, juicy experience. A game where even just pressing one button gave the player that hit of dopamine they came for. As a result, the choice to pivot the project was made and Rhythm Rumble became what it is now.
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