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Rhythm Hunter is a rhythmic rail shooter where you pursue a large monster across the city. It uses 2 rhythmic input schemes, aim focused rhythmic shooting and 5 key input. Clicking heads to music, the new way to shoot. The main loop of the game is dealing damage (achieving score) by shooting at the monster in time with the music, the rhythmic timing is also communicated to the player by the circular reticle, when the bars that move along the right side of the reticle reach the bottom in between the middle bars is when you shoot. Successfully doing this will build up the ultimate meter, when this is full you can enter your ultimate state where the gun automatically aims at the head of the monster, so you are instead presented with a layout similar to guitar hero, where when you press the keys at the right time it will shoot the gun for you. You will switch back and forth between these two rhythmic input schemes to repel the monster and save the city.

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Description

I can feel it calling in the air tonight, oh lol. So I designed the player's health UI (essentially a groove meter) to be a heart and it's being encircled by a graphic equalizer. I'm using the audio spectrum data of the song that's playing to augment the scale of the equalizer and I'm using the amplitude of song to make the heart's scale change, as if it were beating to the music. I am using a holographic shader on the UI as I want this sci fi kind of look to it, since as the player, you are assuming the role of an android who hunts down the monsters. I then also added some particle effects and a different audio cue when the player reaches the highest health state, which I refer to as the 'Amped' state, it's visuals are heavily inspired by Ana's Nano-boost from Overwatch. I wanted the player to have a sensory feeling of satisfaction when they reach the 'Amped' state.