Submissions by ben.lle6370 tagged rhythm

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It's said that when you butcher a lamb, if it sees the knife coming it panics, and the panic taints the flavor of its flesh, spoiling it. So it is with people, as you discovered. Only it tainted much more than that.


Growing up in an orphanage discreetly purposed for the raising of human cattle. You saw the knife coming, they saw you see the knife coming, and you remember their words; "Be careful, or the meat will spoil!" It was time to run and you did, they weren't prepared for an escapee because nobody ever ran before, nobody saw the knife coming but you. Now you're back and this time you're prepared, and so are they.

Use your knowledge of your home and your past as guidance, presented to the player in a short film that represents your life up until the present. You will use your memories of quotes and sounds to determine where your enemies are in complete darkness as you move through the first home you remember, looking to slaughter those who tried to do the same to you. The game is based around memory and rhythm, you will hear quotes from your caretakers as you remember their words, and hopefully remember how they tried to stop you the first time. When you remember their words they will attack you from the shadows to the rhythm of music. Reacting in complete darkness, you will time parries and other counters with the knife you took all those years ago, as you try to find the best way to return it to them.

Features:

  • A rhythm based horror action game.
  • relies heavily on players recollection of the characters past to beat the present.
  • played with almost no visibility, forcing the player to rely on sound to survive.


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Walls are of the Enemy is a rhythm action/psychological game about a man declared legally insane breaking the walls of his padded cell within his mind. He sees the psyche ward and the people in it as oppressors that he can only overcome with murder, but the walls are closing in as he is restrained in the real world. This is a game about fighting those restraints in the mind of a madman.

In your head you must break free of your cell. The walls are closing in around you in a large city, the horizon line is made up of white pads, and if they get too close they will crush you, you will be wiped clean, you will be trapped forever as a shell of your former self. With your hands, beat the walls back to where they came from, driving acceptance and inevitability out of your mind and remaining as yourself for as long as possible. But everyone is in your way, they always have been, and even though they always seem to run they are still obstacles you will have to overcome. Fight off the world for as long as you can to the rhythm of the music that has always resounded in your head detailing the world and all of its actions, use the timing to beat back everyone, retain your (in)sanity.


Features:

  • Play from the perspective of someones imagination as they fight off treatment and medication for their insanity through an endless psychological battle.
  • Use the rhythm of the beat to determine when and how your character will strike and act accordingly for maximum effectiveness.
  • The wall is your oppressor, save the world you know by pushing back four simultaneously closing in walls one at a time, timing when to move between areas of a large realistic city filled with people, and watch them destroy fragments of yourself as they come closer, crushing people and buildings alike, wiping the slate of your memories into the debris of shattered places.
  • Save them from themselves by violently moving people out of your way by any physical means within your capability, if your world dies they will die with it, save everyone by endangering anyone.
  • Maybe one day the wall will break. If you can outlast it.