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MUSIC MAYHEM

ROLE

Lead Designer

DESCRIPTION

A Rhythm-based Metroid Vania where you play unique instruments to defeat your enemies in this cyberpunk world! Use a trumpet to shoot powerful notes, a snare drum to heal you, or even a falling piano that destroys enemies in your path! Rotate between all the instruments to create a symphony of destruction against the people who took away the world's music!

YEAR

2024

GENRE

2D Top-Down Shooter

PLATFORM

PC

The Process

PROJECT OVERVIEW

Rhythm-Based Metroidvania Project

01

The Goal

In collaboration with a talented programmer specializing in Metroidvanias and a musician passionate about techno, we conceptualized a rhythm-driven Metroidvania. Our goal was to merge rhythmic gameplay with traditional Metroidvania elements to create a combat system that harmonizes with the music, making each battle feel both challenging and immersive.

02

My Roles and Responsibilities

Mechanics Design

My primary focus was on balancing rhythm-based mechanics with classic Metroidvania combat. After extensive brainstorming and iterations, we settled on a system where combat actions synchronize with the beat of the music. Players must strike on beat to maximize damage, embedding rhythm into the core combat loop and reinforcing immersion.

Weapon System Development

03

Challenges & Solutions

Creating a rhythm-based combat system that flows naturally with Metroidvania mechanics presented a unique design challenge. Through multiple test iterations and feedback, we refined the combat to feel natural and rewarding within a musical framework. Balancing weapon variety and rhythmic mechanics required careful design, but our rotating weapon system now offers varied gameplay without disrupting the rhythm focus

I proposed a rotating weapon cycle to avoid repetitive weapon usage. Weapons automatically switch once their charges are depleted, compelling players to adapt to different styles mid-combat and introducing a dynamic layer to gameplay. This approach prevents attachment to a single weapon, encouraging players to explore diverse strategies.

Art and Asset Creation

As our team consisted of only three members, I stepped up to create art assets, designing two enemy sprites and five weapons and modifying the player sprite to ensure visual cohesion across the game. Although new to pixel art, I focused on aligning sprites and animations with the rhythm-based world, continually refining based on feedback to enhance the player experience.

04

Outcome & Next Steps

The project is currently on track for a December release. While the final polish and animations are in progress, the project already demonstrates strong engagement and positive feedback. I’m proud of our team’s dedication and excited to see how our blend of rhythm and exploration resonates with players upon completion.

More Screenshots

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