
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.