Rhythm - IndieGames https://www.indie-games.eu/en All about Indie Games Sat, 31 May 2025 12:17:58 +0000 en-GB hourly 1 https://wordpress.org/?v=6.8.1 https://www.indie-games.eu/wp-content/uploads/2023/10/cropped-logo-ig-novo3-32x32.png Rhythm - IndieGames https://www.indie-games.eu/en 32 32 [PREVIEW] Dead as Disco – Incredibly Fun Rhythm Game https://www.indie-games.eu/en/dead-as-disco-fun-rhythm-game-preview/ https://www.indie-games.eu/en/dead-as-disco-fun-rhythm-game-preview/#respond Sat, 31 May 2025 12:13:06 +0000 https://www.indie-games.eu/?p=25690 Sometimes, a game surprises you by being far better than expected.

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Sometimes, a game surprises you by being far better than expected. When I first saw the trailer for Dead as Disco, I was a bit skeptical: a great idea, a rhythm genre I love, plus a bunch of fist fighting – what could go wrong? The incredible part is how perfectly the rhythm mechanics work, allowing you to import your own songs and choose the BPM. While the demo did give a taste, it felt more like an early alpha than a proper demo, offering only a tutorial and a slight story tease without even a boss fight. Still, the infinite mode gives a good preview of the fun awaiting in the full game.

Simple Yet Really Fun Gameplay

The gameplay is simple: attack, dodge, parry (with optional visual cues that can be turned off), and chain together finishers and charged attacks for powerful combos. These combos are crucial for high scores on the leaderboards in infinite mode. But the real intrigue lies in the story mode. It’s a non-linear, handcrafted tale of reunion, revenge, and redemption set in a world broken by music, fame, and betrayal. A decade after their band split, the surviving members of Dead as Disco are planning a reunion concert for Charlie. They have no idea he’s returned from the grave to confront them and reveal the truth of his death.

While the demo effectively showcases the combat mechanics – from impressive finishers to enemy recoil and dodgeable heavy attacks – it also highlights how to recover health by collecting the pods on the ground or how to get back your step by refocusing on the rhythm. This game doesn’t require perfect timing; it aligns with the beat, but your main focus remains on the visual cues and enemy actions. Your character will ensure hits land on time and combos flow perfectly with the rhythm after you stun an enemy for example.

Dead as Disco tests your strategic thinking

Visually, the game is stunning, with a strong neon and cyberpunk vibe. While the ability to import your own songs is a great idea, it could be smoother. Manually matching the rhythm can be tricky and imprecise. Thankfully, the game also offers a streamer-safe original soundtrack and various licensed tracks. This built-in selection already gives you a clear idea of what the full experience will be like.

Dead as Disco plays perfectly with both mouse and keyboard, and a controller. Devs are also considering adding multiplayer, though it’s unclear how that will work. Just like in games such as osu!, the global and friend leaderboards are surprisingly competitive. Even if you’re in the top 10, aiming for first place is incredibly fun. The game isn’t overly punishing if you get hit; instead, it focuses on building combos and using all available tools. While osu! tests reflexes, this one truly tests your strategic thinking.

Demo is going to be part of the Steam Next Fest

Another great feature in Dead as Disco is the invulnerability you gain during special cut scenes while fighting, which is a welcome addition. Personally, I would have preferred this to be an optional setting for players. I enjoy a tougher challenge, for instance, instead of being fully invulnerable during an attack, it would be interesting to be forced to parry or dodge to avoid damage. A bit more difficulty in such moments could be a great addition.

Demo is available now, likely until the end of Steam Next Fest, and it’s already convinced me: this is a must-try for any fan of rhythm, action, or music games. The sheer replayability, thanks to being able to import your own songs, combined with the immense satisfaction of beating down waves of enemies, makes Dead as Disco incredibly fun to experiment with. While the animations might eventually feel a bit repetitive, you’ll constantly be surprised by how immersive it truly is.

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[COMMENT] UNBEATABLE Is the Rhythm Game I’m Obsessed With https://www.indie-games.eu/en/unbeatable-is-the-rhythm-game-im-obsessed-with/ https://www.indie-games.eu/en/unbeatable-is-the-rhythm-game-im-obsessed-with/#respond Fri, 09 May 2025 10:37:19 +0000 https://www.indie-games.eu/?p=24597 UNBEATABLE is the most vibrant rhythm game I’ve played in years, with a killer soundtrack and anime-punk style.

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As a longtime rhythm game fan, I’ve played through Guitar Hero, Beat Saber, and osu!, so I was intrigued but skeptical about UNBEATABLE, a rhythm-adventure from D-CELL GAMES coming to PC (Steam), PS5, and Xbox Series X/S in 2025. The April 2025 demo changed my mind completely. UNBEATABLE is the most vibrant rhythm game I’ve played in years, with a killer soundtrack and anime-punk style.

In UNBEATABLE, music is outlawed, but you’re a rebel rocking out as Beat, a pink-haired vocalist leading a band: Quaver on guitar, Treble on keys, and Clef on drums in a dystopian world ruled by the fascist H.A.R.M., who banned all tunes. The rhythm gameplay is the heart of the game, using just two buttons (up and down) to hit notes on upper and lower tracks, syncing kicks and punches to the beat.

Love Letter to Rhythm Games

It feels simple until you hit Unbeatable difficulty, which is a proper challenge. The demo’s arcade mode, packed with 16 catchy alt-rock and electronic tracks by peak divide, like the infectious “Forever Now,” is practically a full game. Paired with vibrant hand-drawn 2D sprites against 3D backdrops, every song feels like a music video bursting with energy.

The story mode, spread across five chapters, blends rhythm battles with open-world exploration, letting you soak in the vibe at your own pace. Wandering the city as Beat, helping strangers, or smashing crates for loot made me feel like a true rebel. It’s not flawless, the rhythm gameplay’s flashy visuals, like camera shifts and effects, can sometimes distract from hitting notes.

This game is just insanely fun. It’s not just hitting up and down notes; obstacles, varied monster attacks, and nailing the beat feel incredibly rewarding. The demo was so great I couldn’t put it down, spending hours chasing the Unbeatable difficulty. I’m amazed at how seamlessly the story mode blends with the rhythmic gameplay, while the arcade mode lets you dive into the music without touching the story, offering the best of both worlds.

Ultimately, UNBEATABLE feels like a love letter to rhythm games, anime, and rebellion, making it my most anticipated game of 2025. Its amazing music, heartfelt dystopian story, and bold style create something truly unforgettable. The demo’s available now on Steam and PS5, try it, and you’ll be hooked instantly. I’m already counting down to the full release, eager to rock out with Beat and her band.

And the best part is that you do not need to mute or replace audio for any and all recordings of the game, and can freely use UNBEATABLE’s footage and music for edited content.

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Dead as Disco predstavio je ritmički nabijenu beat ’em up borbu u prvom traileru https://www.indie-games.eu/en/dead-as-disco-unveils-neon-charged-beat-em-up-with-musical-combat/ https://www.indie-games.eu/en/dead-as-disco-unveils-neon-charged-beat-em-up-with-musical-combat/#respond Mon, 28 Apr 2025 17:25:21 +0000 https://www.indie-games.eu/?p=24221 Your beats sync up seamlessly with the music.

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Brain Jar Games has revealed the first trailer for Dead as Disco, a vibrant rhythmic beat ’em up drenched in neon aesthetics, set to launch on PC via Steam at an unannounced date. The game follows Charlie Disco, a fallen music icon seeking vengeance against his former bandmates, the Idols, in a single night of high-stakes action.

The story unfolds in a non-linear, handcrafted narrative of reunion, revenge, and redemption, set against a world fractured by music, fame, and betrayal. Ten years after the band’s breakup, the living members of Dead as Disco plan a reunion concert to honor Charlie, unaware that he’s back to confront them and uncover the truth behind his death.

Combat is the heart of the game, with punches, kicks, and takedowns syncing seamlessly to the soundtrack, creating a rhythmic flow dubbed “Beat Kune Do.” Mastering this musical combat unlocks new talents, moves, and dances, enhancing Charlie’s abilities. You can customize the experience by adding your own songs, alongside a streamer-safe original soundtrack and licensed tracks spanning multiple genres.

The game’s world is rich with customization, allowing you to collect flamboyant fashion inspired by the stars of Disco’s universe, ensuring Charlie always looks the part. You can also personalize the Dive Bar, a hub where collecting memorabilia unlocks pieces of the band’s true story, deepening the narrative. The hand-drawn, neon-soaked visuals bring the chaotic world to life, blending retro and modern vibes.

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Antro je tijekom Humble Games Showcasea predstavio novi gameplay trailer i najavio demo verziju za konzole https://www.indie-games.eu/en/antro-announces-console-demo-during-humble-games-showcase/ https://www.indie-games.eu/en/antro-announces-console-demo-during-humble-games-showcase/#respond Wed, 12 Mar 2025 21:40:14 +0000 https://www.indie-games.eu/?p=22330 The demo will offer you a glimpse into the dystopian world of Anthro and protagonist Nittch.

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Publisher SelectaPlay and developer Gatera Studio invite players to dive into the underground metropolis of Antro with a brand-new demo version for PlayStation and Xbox consoles. This visually striking 2.5D rhythm-based action puzzle platformer is set to impress fans with its fast-paced mechanics, intriguing story, and an urban soundtrack that drives the game’s world.

The demo offers a glimpse into Antro’s dystopian world and its protagonist, Nittch, as he navigates the city streets on a mission that will change his life forever. You will join the fight against the oppressive regime known as La Cúpula and attempt to liberate Antro and its people from tyranny. The regime has allegedly banned art and music, making resistance even more vital.

As you descend into the dark depths of this underground world, you will overcome obstacles using parkour, solve various puzzles, and escape relentless pursuers, all in sync with a dynamic soundtrack featuring hip-hop, drill, R&B, and electronic beats.

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Future Vibe Check donosi glazbenu automatizaciju kasnije ove godine https://www.indie-games.eu/en/future-vibe-check-brings-musical-automation-later-this-year/ https://www.indie-games.eu/en/future-vibe-check-brings-musical-automation-later-this-year/#respond Wed, 12 Mar 2025 19:02:43 +0000 https://www.indie-games.eu/?p=22322 Instead of automating factories, resources in this game are collected through interaction with rhythm and pitch.

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Developer Unwise and publisher Akupara Games have announced their collaboration on the upcoming musical automation game Future Vibe Check during the Humble Games Showcase. Blending rhythmic minigames, automation mechanics, and philosophical themes, the game offers a unique experience of music creation and universe restoration. It is set to launch for PC via Steam in 2025.

Instead of automating factories and traditional resource mining, Future Vibe Check lets you gather resources through rhythm and pitch-based interactions. The game features an intelligent music system that ensures everything sounds harmonious, even without prior knowledge of music theory. The rhythmic minigames are designed to be accessible rather than overly difficult, while defending against the Vibe Stealer becomes crucial as the factory expands.

Manik Bhat, the game’s creator and founder of Unwise, emphasized that Future Vibe Check is a product of his desire to create something that his younger self would have loved. The game transforms the instinctive drive for optimization and growth, common in automation games, into something deeply human - creative energy and music-making.

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Novi Ratatan gameplay trailer otkrio je ritmičke borbene sekvence https://www.indie-games.eu/en/ratatan-gameplay-trailer-showcases-rhythm-based-combat-sequences/ https://www.indie-games.eu/en/ratatan-gameplay-trailer-showcases-rhythm-based-combat-sequences/#respond Tue, 25 Feb 2025 20:34:06 +0000 https://www.indie-games.eu/?p=21636 Ratatan was created in collaboration with Hiroyuki Kotani, designer of the legendary PATAPON series.

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Publisher Game Source Entertainment, alongside developers TVT and Ratata Arts, has released a new gameplay trailer for Ratatan, a rhythmic roguelike action game, during the ID@Xbox Showcase. The game, set to launch in 2025 for PlayStation 5, Xbox Series, PlayStation 4, Switch, and PC via Steam, combines rhythm-based gameplay with side-scrolling action.

Ratatan is a rhythmic roguelike action game developed in collaboration with Hiroyuki Kotani, the game designer behind the beloved PATAPON series. You take on the role of the Ratatan, using magical instruments to command armies of Cobun in battle. By following rhythmic sequences, you deliver commands to attack, defend, and perform unique character skills, creating a dynamic blend of music and action.

The game also features richly detailed graphics and a variety of characters, thanks to Nelnal, the illustrator and character designer. The addition of new content, including multiplayer mini-games and a brand-new system, further enhances the experience. Utilizing TVT’s proprietary “Theory Engine,” Ratatan promises a fast and stable environment for online multiplayer, making it a perfect choice for co-op gaming.

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Akcijska ritmička igra Sayonara Wild Hearts objavljena je na PlayStationu 5 https://www.indie-games.eu/en/sayonara-wild-hearts-dazzles-on-playstation-5/ https://www.indie-games.eu/en/sayonara-wild-hearts-dazzles-on-playstation-5/#respond Mon, 24 Feb 2025 18:13:17 +0000 https://www.indie-games.eu/?p=21557 Sayonara Wild Hearts on PS5 brings a brand new Remix Arcade mode, exclusive to this console.

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Revealed during today’s Annapurna Interactive Showcase, Simogo’s acclaimed action rhythm game, Sayonara Wild Hearts, is now available on PlayStation 5. There’s free upgrade for players who already own the PlayStation 4 version, as long as both platforms are linked to the same Sony account. Additionally, the game is included in the PlayStation Plus Extra Game Catalog, making it accessible to subscribers.

This visually stunning and musically electrifying game invites players to dive into a heart-throbbing, head-banging pop soundtrack while engaging in epic battles and fast-paced chases. For those experiencing it for the first time or returning for another ride, Sayonara Wild Hearts on PS5 brings a fresh twist with its brand-new Remix Arcade mode, exclusively available on the new console.

This mode offers infinitely replayable levels where players can chase high scores through random song segments, all without loading screens. Enhanced for the next-gen console, the game now boasts 4K resolution, a smooth 120 FPS, and haptic feedback through the DualSense controller.

Since its initial release in 2019, Sayonara Wild Hearts has garnered widespread praise and numerous accolades. It won Portable Game of the Year at the 2020 D.I.C.E Awards and received an award for Artistic Achievement at the BAFTA Games Awards. The game also earned three nominations at The Game Awards 2019, including Best Art Direction, Best Score/Music, and Best Mobile Game.

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Afterlove EP – Krećite se kroz svijetu i ritmu rocka https://www.indie-games.eu/en/afterlove-ep-rhythm-of-love-death-review/ https://www.indie-games.eu/en/afterlove-ep-rhythm-of-love-death-review/#respond Wed, 19 Feb 2025 13:45:47 +0000 https://www.indie-games.eu/?p=21189 It's a mix of a mix of narrative adventure, dating sim and rhythm game in a slice-of-life scenario.

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  • DEVELOPER: Pikselnesia
  • PUBLISHER: Fellow Traveller
  • PLATFORMS: PC, Nintendo Switch, PlayStation 4, PlayStation 5, Xbox Series X/S, Xbox One
  • GENRE: Visual Novel / Rhythm
  • RELEASE DATE: February 14, 2025
  • STARTING PRICE: 17,55 €
  • REVIEWED VERSION: PC
  • Valentine’s Day – a perfect date to release games centered around love. While the immediate thought would be about carefree dating simulators, sometimes the attachment to another person is associated with confusion, pain and even a loss. Afterlove EP is special in terms of doing both of these things by creating a mix of narrative adventure, dating sim and rhythm game, which compose an extraordinary journey through everyday life.

    Afterlove EP is a slice-of-life adventure from the creator of Coffee Talk and What Comes After. Set in a city of Jakarta, it tells the story of Rama, a young musician struggling to move on with life after the death of his girlfriend, Cinta. While his close friends and bandmates are all determined to help him move on, Rama has been stuck for more than a year and now he’s facing a serious challenge: either he rejoins the band for the next gig and delivers the new songs he has been promising or the band will move on without him. Over twenty-eight days and nights his choices will play crucial role in coming to terms with the past and shaping the new future.

    A matter of life and death

    The prologue is concise and direct: we’re introduced to the main characters, their relationships and roles in the story, as well as elements that will accompany them in later parts, like the rhythm games which we’re getting used to since the very beginning. That’s also when we experience the core event of this tale: death of Cinta and Rama’s struggle to accept it. It only takes around 10 minutes in the game to learn basic information, get accustomed to manga-inspired art and feel emotionally invested in the narrative (but don’t worry, the real emotional damage will arrive at the very end, when the elements you saw at the start will gain much more significance.)

    Now proceeding to the major part, which is our slice-of-life adventure over the course of one month. We find ourselves one year after the events from the prologue, but still struggling with the past. The first few days are serving as an introduction to the new reality with different mechanics and ways for development, you’ll have to manage side-scrolling exploration of the city and meaningful conversations with old and new characters, through which you’ll be guided at initially.

    For the most part however, players are given plenty of freedom, you can do two activities per day which consist of finding memories, busking, going to therapy session, doing shift at work or meeting with one of three romance candidates. While you organize your schedule it’s important to keep in mind that some events are scripted and cannot be omitted, for example, band practices and conversations with the bandmates. I know, it’s a lot of elements to bear in mind, that’s why we’re equipped with a phone to sort everything out; the apps such as map, calendar and Messenger are intuitive and useful when it comes to making choices.

    Numerous voices of Indonesia

    Narrative is undeniably a key factor in this game, however it wouldn’t be quite as effective without interesting setting and style. Afterlove EP does great job at creating an atmosphere of modern urban life: we can visit different districts of the city, enter various buildings and have a small chat with passersby. Jakarta is lively, dynamic and full of surprises, although it also has a room for coziness and simplicity of everyday life. Besides, including things such as language, traditions and customs from Indonesian culture adds authenticity and personal touch to the whole experience.

    Both graphics and soundtrack are beautiful and compatible with each other. The visuals utilize aesthetics of manga such as bubbles with text and separate panels, which is adorable and fits the narrative (as soon as there was a rock band and comic book connection it reminded me of Scott Pilgrim vs. the World, even though both stories don’t have much more in common.) The design is simple and clean, which can be seen especially during cutscenes with smooth movements.

    It is safe to say that Soyatu’s art and original soundtrack from indie band L’Alphalpha make a good match, I loved how for practicing we got instrumental versions of the songs and for performances vocals were added. Unfortunately, the rhythm sections of the game could be more fun if they offered any challenge, there was no score to achieve and missing notes didn’t affect anything, which made those parts unsatisfying, repetetive and quite boring.

    The echoes of past melodies

    Let’s take a moment to focus on the actual gameplay. It took me around 7 hours to finish the game, which is relatively short for a narrative-driven production. And I have to say it: it simply fell short. It had ideas with potential, but failed to execute them. I went through different parts of this game in the beginnig to give you a glimpse of what it’s trying to do. I think those concepts are original, they’re relatable, they sound really cool, but incorporating them into the game didn’t do them justice. I figure it would make more sense to do a comparison between how these elements work on paper and in effect.

    This game borrows features from other styles enriches the experience but can cause confusion. Rhythm game elements are present but repetitive and overshadowed. The dating simulator offers three routes, but it’s often unclear how choices impact the story. The narrative adventure shines, focusing on loss, saving the band, and repairing friendships. However, juggling everything at once limits deeper development of ideas. Once again, quality over quantity.

    Freedom of choice keeps players engaged, but Afterlove EP lacks clarity. For instance, collecting photo memories (never hinted at) feels pointless, how do they impact the story, gameplay, or ending? The game doesn’t explain. Other activities suffer similarly, with no feedback on what helps or matters. Without clear goals, actions feel like time-fillers, making the story drag and emotions fade.

    I appreciate how the game tackles serious themes like loss, mental health, and grief while balancing humor. The therapy sessions, focusing on understanding emotions, were the narrative’s strongest part. However, if the goal is to move on from Cinta’s death, why is she present throughout the game? While it reflects being stuck in the past, her constant presence—sometimes mean or manipulative—dilutes the impact of her death. At least the voice acting is solid.

    Our choices regarding the dating should determine the outcome in the end, right? So I picked my romantic route, which ultimately led to break up ending. So I blew it, okay, but how do I know when and how? Not enough dates? Wrong timing? Focused too much on other activities? Even if I wanted to load a save file to fix it, I wouldn’t know where to start and that’s what makes it confusing.

    Ending thoughts

    Muddled – that’s the impression I got from this game. It’s not bad, presentation is amazing, themes are deep, and the points made are truly valid. But again, it all loses an impact when vision is unclear. I would say that in general, Afterlove EP is a positive experience and I’m sure there will be gamers who will enjoy it to the fullest. For me, it was too unfocused and chaotic to deliver its message, although I see the love and care put into this story. In the end, it might not be memorable, but what it did regarding the exploration of life is something you might not want to overlook.

    Pros Cons
    Catchy and fitting soundtrack. Lack of guidance and feedback.
    Charming and clean visuals. No challenge regarding the rhythm parts.
    Great balance between seriousness and cheerfulness. The story drags on for too long.
    Multiple routes and endings. Narrative feels repetetive at times.
    Content
    60%
    Gameplay
    60%
    Graphics
    80%
    Final score

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    Ritmička igra RATATAN pojavila se na Steamu, izlazi 2025. godine https://www.indie-games.eu/en/ratatan-appeared-on-steam-launches-in-2025/ https://www.indie-games.eu/en/ratatan-appeared-on-steam-launches-in-2025/#respond Tue, 26 Nov 2024 20:35:35 +0000 https://www.indie-games.eu/?p=18175 RATATAN mixes rhythmic gameplay with side-scrolling action, offering a fun adventure for up to four players online.

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    The Steam store page for RATATAN, a rhythm-based side-scrolling game, is now available, and you can add it to your wishlist. Made by TVT and published by Game Source Entertainment (GSE), RATATAN will be released in 2025 for PC, Nintendo Switch, PlayStation 4, PlayStation 5, and Xbox Series X.

    RATATAN mixes rhythm gameplay with side-scrolling action, offering a fun adventure for up to four players online. You control the Cobuns, small but powerful creatures, and work together by timing your attacks with the lively background music. This combination of exciting battles and rhythm makes the game special, with over 100 characters fighting enemies to colorful, catchy songs.

    In the world of Rataport, an important island base, you will join the daily adventures of the RATATAN heroes, each with their own special skills. Together, they explore different places and take on tough enemies, from pirate bosses to magical guardians. The Kickstarter campaign for RATATAN held in August 2023, achieved remarkable success, claiming the the top spot in the 2023 Kickstarter Games category and ranked 25th in Kickstarter’s history.

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    Ekskluzivni intervju s developerima igre Disco Samurai https://www.indie-games.eu/en/disco-samurai-exclusive-interview/ https://www.indie-games.eu/en/disco-samurai-exclusive-interview/#respond Sun, 15 Sep 2024 12:24:21 +0000 https://www.indie-games.eu/?p=15165 We recently spoke with two-man studio Pixel Fiber Games about their rhythm game Disco Samurai.

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    Recently, we spoke with the two-member studio Pixel Fiber Games about their rhythm game Disco Samurai, which combines cyberpunk aesthetics, dystopian elements, dynamic music, and samurais. The game is published by We Dig Games, known for supporting unusual indie titles. David and Konrad, the founders of the studio, met while working in the mobile gaming industry, and their goal is to create unique and unforgettable experiences. Disco Samurai is their first step in that direction.

    In Disco Samurai, your and your enemies’ actions are synchronized with the rhythm of the music. As a samurai, you must respect your enemies – pay attention to their attack indicators and alternate between parrying, blocking, and dodging to wear them down. Don’t hesitate to take the initiative and attack or use special abilities, such as throwing your opponents into environmental hazards to deal extra damage.

    If you happened to miss it, the demo of this game debuted at Steam Next Fest, which is still available on Steam. The developers revealed that the game will be released next year for PC and consoles. You can learn more about it in our interview.

    Where did the idea and concept come for Disco Samurai?

    We are huge Sekiro fans and we wanted to make something inspired by it, but with an indie twist. Sekiro is basically a rhythm game in its own right and it didn’t take us long to take this concept further and turn its combat based on parrying and counter attacking into a literal rhythm game.

    Tell me about the idea behind this odd combination with cyberpunk aesthetics, dystopian Pennsylvania, city Disco, and samurai culture?

    We had enough of the trope where everything is a matter of life and death and heroes save the world from villains. Characters of the story are mostly young people struggling to find their place in the modern world and they are using Disco Samurai – a cyberpunk metaverse – to fulfill their fantasies as their badass alter egos. As for the aesthetics, we wanted to have a futuristic world full of neons that would match the pumping electronic music. Since the game is about swordfighting, throwing in elements from traditional Japanese culture sounded like a fun mix.

    Can you tell us more about the main character Fox? Her character development, her personality and history?

    Fox is a student who wants to make a name for herself in the world of fine arts. She’s an individualist who goes against all trends and decides to use Disco Samurai as a platform to promote her art, which eventually gets her in trouble. The story will throw a lot of challenges and even real life danger her way, so her character will have a lot of space to grow.

    How are you picking music for the game? Who is your composer? How did you decide on the synthwave and rock soundscape?

    We both have our own visions for the soundtrack but these visions more or less overlap – so each of us just picks some music references and then we keep only references that we both like. These references together with short descriptions of the mood go to our composer Andrzej Strzemżalski (from We Dig Games) and he does all the magic.

    Players have the option to load custom music into the game after completing levels. How is this feature going to function, and how do custom tracks impact the gameplay experience?

    We still have to think about how exactly it will work, but the main idea is that after completing a level you will be able to play that level again with custom music. Ideally you would just pick a song from your drive and the game would automatically detect the BPM. Then you can play that level with the music you love and you can also ramp up the difficulty if you pick a song with a faster BPM.

    More on the sound design, how picky are you with the effects; like sword clashing, parrying, gun shots, are you going for a direction that everything has a meaning?

    To be honest we don’t really have the budget to be picky here. We just try to make the best we can with what we have from asset packs and with the help of our musician. But since It’s a rhythm game we do have to be a little more mindful about sound effects because a badly chosen SFX can disturb the feeling of the rhythm. And of course the opposite is also true – well chosen SFX will help the player keep the rhythm. So that’s something that we think about and It requires us to adjust the sound effects we use to make sure they are snappy and don’t have any delays.

    How did you approach syncing combat mechanics with the music, and what were some of the challenges you faced during development?

    The main idea sounds simple – we just make sure the player and enemies can perform actions only on the beat of the music. But that is a serious limitation for the combat, because to keep the result of your action predictable – regardless if you press input 100ms early or 100ms late – we have to delay evaluation of enemy attacks to the moment the player presses a key. This means that our game is basically a turn-based game, but in real-time. And this is basically the same concept as in Necrodancer, but in Necrodancer the turn-based nature is much clearer.

    And this also has consequences regarding character animations, because we can’t just have the enemy swing a sword in such a way that it hits player on beat – because if the player parries an attack 100ms late then it looks as if player parried the attack that already went through. To solve that we separate attack animations into two parts – “prepare” and “attack”. The “prepare” part is just an enemy taking a stance which indicates the type of attack. And when the player executes any input the enemy then performs the “attack” part, which usually is pretty fast to make it responsive to the player input – we are talking like 2 animation frames until the sword hits the target. And on top of all that we also have to speed up/slow down some of the animations at runtime, so that they match the beat – that helps the player keep the rhythm.

    Parries, dashes, and special abilities are essential in combat. What was your design philosophy behind the fluidity of movement and the combination of these mechanics?

    The essence of all rhythm based games can be boiled down to “press and/or hold the correct button in the correct moment”. Enemies in Disco Samurai have different types of attacks and they all have to be deflected by either pressing or holding specific buttons. That’s why deflecting enemy combos is fluid and fun, because doing it is like playing a simple melody with your controller. Same goes with combining your own attacks and abilities.

    In the game, you can use environment to deal extra damage to enemies. Can you tell us more about this mechanic and is it always viable?

    Different chapters of the game will feature different interactive environment objects. For example some levels will have glass bottles you can throw at enemies to interrupt their attack sequences, other will feature cars driving by from time to time and running over anyone in their way – you and your enemies alike. This way not only each chapter feels fresh, but the combat has more depth beyond mere swordfighting.

    Can you reveal more about the bosses? How many we can expect and how strong will they be?

    There will be three boss fights in the game and they will be difficult. Generally speaking the game will let you experiment with different playstyles, but the bosses will force you to utilize all tools at your disposal.

    Just to touch on the pixel graphics, is this something you wanted from the beginning? When it comes to the level design, do you plan on keeping things simple or experiment more?

    Pixel style is a funny topic, because when we were prototyping the game David suggested that we go for the pixel style, but I remember saying that I don’t think It will work. Fast-forward about a year later and here we are – we have a game where pixel graphics is Its identity and a selling point. It really worked in our case because It’s simply easy to work with – if I want a white color I pick a white color – compare It to more realistic styles where you also have to deal with lights, shading, textures – It’s just a lot to handle if you are not an artist.

    Since we settled on small minimalist dioramas we didn’t have much room to experiment with fancy level design. Tight corridors didn’t work well at all, so almost all arenas are rectangles with plenty of room to move around. What’s different between them gameplay wise are the environment objects and obstacles we mentioned earlier.

    What kind of feedback have you received from early playtesters or people that played the demo? Is it positive or negative?

    Most of the feedback was positive but there were also negative opinions. A lot more people than we expected have difficulties with keeping the rhythm. And people mainly complained that the game was frustrating – and we don’t blame them, It indeed was a problem and since Next Fest we made some changes to address this problem. We still want the game to be difficult, but we want the difficulty to come from pressing correct inputs rather than from keeping the rhythm. And we definitely want to have a challenging game rather than a frustrating one.

    How successful was the Steam Next Fest for you? Do you think you rushed it, considering the game is releasing next year or?

    I think It went pretty well – we gained over 2k wishlists if I remember correctly. And maybe we could have waited more, but Next Fest is not only about wishlists – it also helps to gauge an interest in the game, so we can then adjust the amount of time/resources we put into it. And on top of that we get a lot of feedback which allows us to make changes to the game while It’s still relatively easy to change..

    The demo is still playable on Steam, when can we expect the release date? Will it be available on consoles?

    Predicting release dates is not our strong suit – we expected to release the game at the beginning of 2024 so you can judge for yourself. So we don’t want to get any more precise than 2025.

    Regarding consoles – It will be released both on Xbox, Playstation and Switch – actually you can already wishlist the game on Playstation Store. The game should also be playable on Steam Deck.

    Can you share any upcoming updates, features, or content that fans of the game can look forward to in the future, something you haven’t talked about yet?

    One thing we haven’t really teased yet are the motorcycle levels. They will feature a different kind of gameplay, but still rhythm based of course. It won’t be particularly complicated, we just wanted to spice things up and not make our game about combat from start to finish.

    The post Exclusive interview with the developers of the game Disco Samurai first appeared on IndieGames.

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