Notes:

One Cherry dialogue will loop forever - press shift + Q to continue

Esc for pause menu with level select to skip levels. (jam only. alt click to skip more) 
Don't pause on brussel stage, it might desync
There is one secret dialogue. If your fingers are fast enough.
There is one secret game over. If you are stupid enough.

Made in Godot 4.
Be careful on Mac as it may crash your browser window.
Some devices can circumvent this on chrome by entering chrome://flags in your address bar and setting Choose ANGLE graphics backend to METAL

NES Controls 

ControllerKeyboardKb lefties
MoveD-padWASDArrows
Rhythm beatsB AJ KZ (orY) X
Select/ Ui ButtonASpace/Enter
Back to menuStartEsc

Credits

Art - Thorrin
Music - Bucket Face, Stone (Cherry Level), Thorrin (Cherry Arena)
Code - Ste, poiuygfd
Levels - Thorrin, poiuygfd
Tracks - poiuygfd, Orca/Sam, Ste
Playtesting - TerraCole, Orca

Other Credits
Font: The Video Arcade Game Font by Goatmeal
Transition Shader: Simple circle transition by agurka
Addon: YATI (Yet Another Tiled Importer) by Kiamo2
Addon: AudioStreamPreview by fbcosentino

Tools

Engine: Godot
Art: Aseprite, Tiled
Music: Beepbox, Reaper
Effects: jsfxr

Comments

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(+1)

Great work! My brain is not very multitasking compatible, but I think there is no real penalty for missing a note? At least I was able to just spam one button until I won the fight.

The submarine could do with a bit of telegraphing before an attack (or maybe I missed a cue in the music?).

The wall jump before the drum level is not obvious at all. 

The dialog after the cherry fight got stuck in an infinite loop for me.

Great entry! It definitely hits the NES vibe very well.

(+1)

All very fair critiques! Thanks for giving it a go.

The submarine is definitely on the list for things that still need touching up, just ran out of time to focus on it.

I personally think the wall jump is fine, it's placed specifically to be impossible to progress without learning it while also being in an area where falling has no risk, so people can learn about it before it's needed.
However it is unnecessary in the previous level, so we were thinking about adding more opportunities in that first platforming level to learn about/use it earlier.

The cherry glitch is known, one can press shift+q to work around it for the time being.

And yeah the rhythm part is still missing more incentive to hit the notes. We've got some ideas for it, but none in place yet. By far it took the most time to program/make songs for as nobody had worked on a rhythm game, or composed songs really beforehand ^^
With the deadline looming, it was either get the rhythm mechanics more solid but a level or two less, or include the rest of the songs/battles we had made with the rhythm mechanics in a playable state, and we opted for the latter.
We're very happy with what we managed though, and do plan to (after a bit of a break) get back and put the polish needed into those last parts, and maybe do a bit more...

(1 edit) (+1)

I enjoyed this quite a bit, well done! The pixel art and music were really nice too. Also I got the secret dialogue ^^

(+1)

A beautiful blend of platformer and rhythm game that could be taken to the pinnacle and become a new genre of game. Would love to see this fully fleshed out.