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Devlog 48 - 10k Wishlists, Level 4-5, Localization Updates

Happy holidays, everyone! I've got another new level to show off today, but before we get into that, I'd like to celebrate the awesome milestone of hitting 10,000 wishlists on Steam!



I'm really astounded by how much traction the game and demo have gotten so far (despite being admittedly mediocre at effective promotion). Of course, Steam is not the only platform that matters to me (iOS, Android, Switch, itch.io), but it's the one with the most defined marketing metrics, so it's a nice way of getting a pulse on interest.

As a celebration and thank you for hitting 10,000 wishlists, I'm planning to add one more level in the Rhythm Quest Demo soon -- probably something like level 3-4 that involves the multi-hit ghost enemies. That would bring the demo content to 9 levels in total. There are 30 levels in the game, so that is actually quite a fair bit, but I don't think I mind too much. I will have to figure out how to make the demo work with including levels 3-1 and 3-4 but not the levels in-between (ick...) so that might take a little bit, but I'll try to work on it at some point.

[h2]Level 4-5[/h2]

Aaand back to your regularly-scheduled update. here's the last level in world 5, tentatively titled "Moonlit Mesa":

[previewyoutube]https://www.youtube.com/watch?v=P36d9mWz8hc[/previewyoutube]

As usual for the final level in each world, there are no new patterns here -- just a mix of everything else that's appeared earlier. In this case, that means vanilla water columns, water columns with spike enemies, water columns with triple flying enemies, and syncopated air jump patterns in water. I do have a little bit of new experimentation with ghost enemies + spike enemies + water columns at the same time in this level, though:



I don't go too crazy with that here since I haven't done a lot of offbeat ghost enemies in previous levels, but it's a minor curveball that makes these sections a little bit more challenging.

Backdrop-wise, I was having a bit of trouble at first deciding what to draw for this level, but eventually settled on a night-time water background with the reflection of a moon/planet. As usual for this world, the translucent clouds really do a lot of the heavy lifting in making things look nice. These have been a staple, so I'm not sure how I'm going to change things up for world 5.

There isn't quite as much freedom with dark night sky palettes since the base color needs to be pretty dark and not too warm-colored to avoid looking strange and cloudy. As usual, the palettes alternate between 4 colors and 8 colors depending on the section of music, although it often looks like more due to the transparent layers. I decided to use lighter colors for the night sky for tame sections and then transition to black for more contrast in the higher-intensity sections:



[h2]Localization Updates[/h2]

Last month I transitioned the community localization efforts for Rhythm Quest over to the Crowdin platform. Thanks to the hard work of the community, the Rhythm Quest demo is now available in 14 different languages!

There's still a lot of bugfixes and polish to tackle for localization: word wrap/padding issues, missing glyphs, and the fact that the screenreader accessibility plugin really doesn't like unicode characters...but I'm pleased at the state of things right now moving forward.

That's going to do it for this update! I hope everyone is enjoying the winter / holiday season and taking it easy. Hopefully by this time next year Rhythm Quest will be released on at least one platform (ha ha ha ha...).

As always, things are going to progress steadily but slowly here. I've got another Ludum Dare event coming up in a week, plus some hopefully-well-deserved holiday rest coming up. I'll see you all next year!

Rhythm Quest Demo v0.25.1 Released

The Rhythm Quest Demo has been updated to version 0.25.1! This release includes several new languages, including Italian, Polish, Simplified Chinese, Swedish, and Ukranian -- big shout out to the community translators who made these localizations possible!

Full changelog:

Version 0.25.1
- Fixed mouse input not working in calibration screen
- Text padding and localization tweaks/fixes

Version 0.25.0
​- Added several new languages and localization improvements
​- Accessibility fixes, especially for demo end screen
​- Expanded credits screen
​- Attempt to prevent performance hitch when enabling particles
​- Added diacritics to large pixel font
​- Fixed respawn count text spacing
​- Performance improvements

Devlog 47 - Level 4-4

Hello Steam folks!

For those who are unaware, I've been regularly posting devlog articles for a while now, both to Medium as well as the official Rhythm Quest site. Since Rhythm Quest is starting to get more traction on Steam (thank you all!), I'm going to try to start cross-posting those here as well.


Before we start, I've got a quick announcement: I'm now accepting applications for translation heads! If you'd like to volunteer to be in charge of the localizations for a particular language, please go to this form to learn more details and apply!


It's been too long (5 months, somehow...) since I last completed a level, but I'm finally back at it, this time with the second-to-last level in world 4. Here's a video of level 4-4 in its entirety:

[previewyoutube][/previewyoutube]

Level 4-4 takes a slightly slower tempo (110 BPM, vs 128 BPM for level 4-3) and cranks it up a notch with the interplay between water zones and air jumps/flight paths. It also specifically leans into a few syncopated rhythms, such as this flight path riff:



One of the "rules" I'm forming for myself as I chart these levels is that syncopation is that off-beat rhythms are mostly off-limits when it comes to attacks or ground jumps because of readability concerns, but they're much easier to interpret when it comes to air jumps and flight paths because the height differentials give you an indication of the relative beat positioning of the notes.

Of course, water zones change up the visual representation of those beat positionings, which is what this level is all about:



Visually, I wanted to do a skyline theme, as I hadn't done that before. World 4 has a little bit of a visual identity crisis at the moment, flipping back and forth between "alien space world" and "cherry blossoms", so I don't know if this truly fits in, but as with a lot of things, I'm just going to roll with it now and question it later.

I was inspired to do this pink/purple color scheme, which feels vaguely scifi-esque to me. There are a bunch of examples I found by other artists of this sort of look (please let me know if you find the original artist for either of these works so I can credit appropriately):



My process was essentially to draw a bunch of layers of semi-random tall rectangles, then afterwards go back and add some sporadic details along the tops of several of them. There isn't actually a ton of detail here -- I decided to just stop after adding a few as it seemed to work well enough. The only other real thing going on is the sun in the very back, and then a bunch of layers of semi-transparent clouds (which are all over the place throughout world 4 -- that part at least is visually distinctive).



The color palette here is pretty straightforward by now: notice how the hue goes from purple to reddish-pink as we fade into the background layers. The colors get brighter and less saturated for the back layers.

Overall I'm happy with how this one turned out (I feel like I say that every time...), but I'm mostly just happy that I still managed to complete another full level. There's only one level left to do for world 4, so I think that'll probably be next on my list...

Rhythm Quest Dev Livestream

Hi all! I'll be doing a developer livestream of Rhythm Quest on Tuesday Oct 4, at 6PM PDT/9PM EDT.

You can catch the stream here on Steam, or on Twitch at https://www.twitch.tv/ddrkirbyisq



I'll be going through all of the currently-finished levels, including 10 new stages that aren't included in the public demo!



Rhythm Quest already has a live demo, please check it out on Steam here!

For more information about Rhythm Quest, please visit the website here or watch the gameplay trailer below:

[previewyoutube][/previewyoutube]