v0.3 is live!


Hello!

It’s been a bit since the last demo, around six months I think, but the latest version, i.e. v0.3 is worth the wait, cause now, finally, Project Gilgamesh is a rhythm game!

What do I mean by this?

Well now, there’s actual rhythm based game mechanics that reward you playing the game in time to the beat, and not just the vague idea of a rhythm based game in the concept.

Spent most of the last 3 months working on a gameplay mechanic where for every action you do on the beat, you are rewarded energy to use special moves, as well as flow points and a chain counter!

Imagine something between Devil May Cry and Hifi Rush, where you have a grade for creating and maintaining/increasing a chain of attacks. This opens up a TON of new potential game mechanics that tie into the beat and lean into the rhythm based side of things.

I have plans for these mechanics in the future, some of which include:

  • A whole set of special moves with different animations that move differently (like a slam back to the ground, frontflips, sideflips etc.) which would grant you more
  • Beat based inputs that require different input patterns like a double tap on the beat, skipped beats/inputs etc.

But the number 1 priority for the next milestone is gonna be more advanced obstacles, and weirder/cooler paths. I’m tired of the same path that goes mostly straight and up/down, and want to mix it up in all sorts of crazy ways. Loops, spirals and all kinds of wild shapes like that should be possible in theory.

Files

project-gilgamesh-windows.zip 2 GB
Version 4 48 days ago

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