**PLEASE NOTE THAT THIS PROJECT HAS EVOLVED INTO REVOLUNA**

The streets of Rio are in disarray. The deity of malice has released creatures of myth unto the city with the intention of tearing the day of Carnival apart at the seams. You are Colt Capoeira, unreasonably well-equipped festival performer, and it’s time to give them something worth celebrating.

Grab your ammo, target your enemy, and put on your best dancing shoes because if there’s one person who’s going to save Carnival, it’s you. With the most flamboyant arsenal and the slickest of moves, challenge the supernatural and carve your ways through the alleys of despair to defeat the vile god and stop them from erasing the lores of our world. And if all seems lost and you find yourself desperate…

Dance like your life depends on it.

Controls

WASD to Move, Mouse to Look Left or Right, Left Click to Shoot

1 for Pistol, 2 for Rifle, 3 for Shotgun, 0 for bare hand (sorry, no melee)

M to Toggle Music on/off

WASD or Directional Keys to hit Notes in Dancing mini-game

Credits

Michelle Janse van Rensburg - 3D Modelling & Rigging & animation of dancing character

Dadirai Mushayandebvu - Character Design, Music Composer & Sprite Design and Animation

Thabang Sizwe Zulu- Level Designer, Artist, 3D modeling

Vedanth Panchoo - Apparent Leader, Programmer, Unity Engine Manager, Game Editor 

Brandon Rix - 2D Asset Designer, UI, Writing & Copy Checker




Download

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Click download now to get access to the following files:

Cap of the Lost Eras_Africa Games Week Build.zip 39 MB

Comments

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(+1)

I love the concept of the game, dancing to get more upgrades is so interesting. Pecs bouncing  be amazing XD. Music is catchy. Movement is super slidey though and I'm not sure if it's intentional or not but makes moving through the world and shooting more difficult. Also sometimes the same dance move would be repeated, probably a simple check like if lastDanceMove = "Orange Justice" and newDanceMove = "Orange Justice" > don't do that dance move; would do the trick. Overall I'm excited to see where this game gets taken and the prototype gave a good idea of how you will play it.

(+1)

Hi there. Thank you for the feedback!

With regards to the movement, it was a bit tricky to get it to feel less floaty for the prototype. Hopefully we can get it to be more tight and maybe add in more options like jumping. For the dance moves, due to the nature of this Game Jam being less than 48 Hours, was somewhat tricky to get enough unique animations that flowed through nicely. However, we will indeed update and improve them over time.

Thanks again!

(+1)

Love the idea of web presentations, but your controls are off the hook. really killing the experience. Not sure what you have done here, however great that you have an actual demo.  if its a dance off, you should focus only on 1 on 1 dance combat, so that means you don't need to add so much enemies on the screen. Don't mind the comments, just try learn from this experience.

Thank you for feedback!

Regarding the controls, I don't why it doesn't feel great for some of the players who have test this. Within our team, it has been mostly solid, but if we do decide to further expand and update the game, we will push to get better controls and perhaps keep the overall game to be a Dance Combat.

Thank you again!

(2 edits) (+1)

Well done on completing the game jam!

I like the idea of a dance battle type of game! I think the FPS parts of the game actually makes the game less fun. The FPS mechanics feel shallow, the enemies don't attack or in my play through just stood still.

I would suggest removing the FPS mechanics and make it a game about dancing (which seems like the more fun idea). To me it makes more sense that the player is "fighting" the AI when they are dancing and every beat that is "missed" damages the player and every beat that is "hit" damages the enemy (Something like Friday Night Funkin)

The controls feel very sensitive to me. This makes it hard to interact with the world.

I would suggest just scoping down and focusing on the core of the game.

But well done!!! Looks like a lot of work went into this

Noted. Thank you very much for your feedback!
I'd say due to the amount of time we had, we didn't really get to implement a proper AI system and there were a couple enemies that we didn't even get to put into the game (sorry Soapy). But we'll definitely keep that in mind, we kinda thought the FPS "Doom-Like" sections were fun but perhaps the Dance element might be better to just be the main focus.

Maybe it could be like Puzzle Fighter from Capcom, but with the Dance elements used to damage enemies like you say.

Thank you again!