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A Heartbeat's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio / Sound Design | #3 | 3.600 | 3.600 |
| Gameplay / Fun / Engagement | #9 | 3.560 | 3.560 |
| Overall | #13 | 3.270 | 3.270 |
| Art Style / Visuals | #15 | 3.440 | 3.440 |
| Theme | #40 | 2.480 | 2.480 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game Engine / Tools
Unity / Audacity
How does your game fit the theme?
Your health is also your music.
This is a action game where your health affects the soundtrack—and the soundtrack affects your abilities. As you take damage, instruments fade out, affecting certain upgrades and changing visuals in real-time. Use powerful abilities tied to the beat, like explosions and shields which scale with the current music instruments. Fight with up to three helper hands, manage risk with health-draining attacks (right mouse button), and adapt as new enemy types appear every few waves (there are 4 enemy types, 2 bosses). Every decision shapes both the gameplay and the music. To stay in control, manage your health and balance aggression and survival.
Self-made & used stuff
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Comments
The familiar frantic neon shooter style makes another appearance in our jam and and it’s impressive how you still manage to tie the theme into all that neon action every time!💪☺️
It was fun to play again, and the concept with health and sound was a cool twist!
I personally had a hard time surviving the waves—it all moved so fast at times, and aiming wasn’t always super precise. Might’ve been me, not the controls, but still worth mentioning.
The audio was once again energetic and matched the on-screen chaos perfectly 🎧
The theme could maybe have been explored a bit more deeply...
Another solid neon action shooter—well done! 💪
I barely made it through 6 waves.
I liked it — the gameplay is dynamic and fun.
Aiming is a bit tricky, and after wave 5, the enemies get overwhelming.
I can’t even imagine what it’s like beyond that 😭
This was really nice to look at. The visuals and the music match perfectly. I'm always a sucker for dynamic music and this was a great implementation of it, I had the upgrade where you'd deal bonus damage if you are under 33% hp but I wanted to hear all the music so never made use of it.
While playing the character does feel quite floaty, and this can make it very annoying to pick up resources dropped by the enemies. I think some pickup radius would be very helpful with this.
All in all, a very fun and polished experience!
Thanks for playing and for your feedback! :)
First off, got massive "bit trip runner" vibes here. Awesome bass-boosted neon light shmup experience! I was physically head-bumpin to the track lol, sounded like I was in the middle of an edit 💀💀 I also have a sweet spot for music directly tied to gameplay features. Speaking of gameplay, sometimes I would get enough of the blue orbs but not get the ability selection, is that intentional? Also the blue enemy having multiple attacks is awesome but the yellow beam move can SUCK IT lol. This might just be my opinion on the matter, and I understand music being tied to everything, but I didn't really feel "everything is a resource" vibes here. Otherwise, I did enjoy the experience, and will be attempting to reach past wave 8 after this post
edit: Wave 20 ggs (Now why did the enemy spawn rate SKYROCKET)
edit 2: does the stage layout change when starting another playthrough? Or am I tripping?
Thanks for playing! :)
For the ability selection: You get an new upgraded every 2 waves.
And yeah, wave 20 is pretty hard :D Also, the map layout does change ever restart.
The aesthetics of this game are awesome! I love the neon glow theme and the music is also awesome! The movement felt a bit weird at first but I got used to it. I the game was fun, but I feel like the difficulty scaled a bit too quickly. The yellow walls felt a bit unfair as the only way to dodge them were to run into a horde of enemies. I also didn't use the dash or special attack very often because I didn't feel like they were powerful enough to balance out losing the health. Overall though, I really liked the main aesthetics and the gameplay! Great job!
Thanks for playing and I appreciate the feedback!
Nice visuals! I made it to wave 7 relatively unscathed but then got pretty much instantly killed by a yellow wall spawning on top of me that happened to move in the same direction and killed me so fast that I couldn't really react fast enough.
I mostly just spammed normal attacks. The special attacks and dashes didn't really seem that necessary. Maybe the game shouldn't be so fast paced, give you more time to think and make the resource draining special attack and dash more useful / required. More of a tactical game about actually managing your resources instead of just hectically dodging and trying to hit enemies.
Wow, I was amazed by the overall look of the game. It's bright, pleasant, and cool. The special effects are top-notch, and the music and gameplay are excellent. However, for such a beautiful game, the character visuals may seem a bit simple, but simplicity is the sister of talent, so it's a minor issue
Pretty cool and engaging game! The graphics is very unique. Did you use shaders in Unity?
The music is cool. I wish the health and progress bar were close to each other so that I dont need to look all over the screen. Also the later on sometime enemies summoned right on top of me. I wish I would've some clue where they would appear so that I could position my character.
Thanks for playing and for the feedback!
And yes, I used the shader graph for it :)
Awesome game, really had fun playing, could reach wave 4! I think the difficulty was really perfectly balanced, It felt a little different than a normal top down shooter with a sort of floaty feel for the player controller, but it felt natural once you played for a bit. I definitely want to understand how you got the enemies to move that way, it was really unique! The art and the music were fantastic, love the glow effects. Overall a great experience!
Thanks for playing!
Fantastic game! I really liked the style and personallity of the game, however I think the character and the enemies were too small and hard to aim. (I swear im not that bad ). Also the main character is faster than it looks. Overall the game is awesome, it brings its own style and gameplay I loved it! Keep up with the good work!
Thanks for playing and I agree with you - thanks for the feedback!
Really fun game! Had a great time playing it. Also love this visual style, i remember one of your game from a previous jam with this visual style. Looks cool!!!!
Thanks for playing!!
Really cool and polished game, but it doesn't fit the theme
Thanks for playing!
I will post an answer for the theme here:
My aim was to explore the "Everything is a Resource" theme beyond typical pickups. While health is key, its direct link to your music instruments was central. Losing health means losing music, which isn't just an aesthetic -> it's a resource directly impacting your damage output, the bloom effect's intensity, and even the effectiveness of your upgrades. It’s like a chain reaction of “resources”.
The audio and visuals feel very consistent with each other in this game, well done! I also like the variety of enemies, My high score is 5.
Some feedback:
-first play session, I immediately accidentally clicked an upgrade (as I was trying to shoot), so I couldn't read what I picked
-On WebGL, to fix the mouse drag blue overlay visual bug, in the css file set the canvas to
user-select:none
-I found the health draining ability a bit too punishing, I preferred to use the normal attack.
Thanks for playing!
Which browser are you using? Never saw this issue on 3 different browsers. Maybe something Firefox(-based) perhaps?
You are right, I can't reproduce the issue on Chrome, only on FireFox.
Ahh I see - thanks for the tipp then, I will use it in future games!
It's fun to play, the visual style is good, and the music is amazing! You can see the difficulty increases the more you advance and everything becomes more frenetic, I like it!
Always nice to see a game from someone, whose games I know I like :D
So again- good use of simple graphics, GREAT usage of music + health. Awesome, dynamic action! One thing- if there was more health pickups, the player would be more inclined to use the health-draining moves.
I didn't feel the jam theme, though. Like, yeah, there is some pickups, and health is also a resource, but you could have gone deeper with the theme.
Over all (as always :D), great game!
Nice to see you here again too :)
Thanks for the feedback and your point is fair!
My aim was to explore the "Everything is a Resource" theme beyond typical pickups. While health is key, its direct link to your music instruments was central. Losing health means losing music, which isn't just an aesthetic -> it's a resource directly impacting your damage output, the bloom effect's intensity, and even the effectiveness of your upgrades. It’s like a chain reaction of “resources”.
I would’ve loved to go deeper, but I started very late :D
Another great entry - I remember your other game from the last Goedware Jam. You've done a great job upholding a clean, consistent art style through all your entries, and I think that it works really well.
Throughout all your game jam entries I've played, I've always been amazed at the level of polish I find. The gameplay and animations are smooth and enhance the player experience greatly.
I really liked your interpretation of the theme and choosing to make the music, something traditionally not part of the gameplay, integrated into the mechanics. However, in your explanation for your theme, you write "Health, music, shooting, visuals, and upgrades—are all interconnected -> every action becomes a meaningful resource decision". While playing, it felt like I was more encouraged to just run around the map and shoot, and I didn't feel like there was enough tutorial/explanation for how everything is connected.
I enjoy the upgrade system, which adds another layer of complexity to the game. I wish there were more upgrades, though - they really are fun.
As always, the graphics and sound art top notch. It seems you've found something that works and stuck with it. The glowing pixel art is really amazing and seems to fit every game perfectly - I'm definitely a fan!
A bold, exciting take on the theme crafted into an excellent gameplay experience - great job!
Thanks for playing and for the feedback - means a lot to me :)
Oh, and for the theme: The theme would be a bit clearer if the game was bigger.
For example, you could have an upgrade that boosts your damage when you are low but risks another upgrade not working (because certain instruments fade out).
Additionally, you could use your faster shooting on your right mouse button to gain a momentary advantage, but it could also affect your upgrades ( and music, visuals, and small things like bullet speed, which can also change based on how many instruments are playing).
Visuals are also just a small detail. If you notice, at smaller percentage levels, some post-processing effects are reduced. Also, at higher health, you can see the bloom also being in sync with the beat, which results in pulsating (you can notice it on the UI).
As you said, more explanation would have been great. Again, thanks for the feedback!
Got it - it appears I didn't use all the mouse functions, which might have made it a bit clearer. I didn't realize you could use the right mouse function (because I'm not using a mouse), so that's my bad for not reading the instructions more carefully. Nevertheless, it was still really fun to play and super satisfying!
GAMEPLAY: I died somewhere around Wave 6, and while I was impressed by the smoothness and responsiveness, I was starting to get bored of the formula. Maybe the upgrades could do more shaking up, maybe the enemy types could be more diverse, or maybe I'm just not good at the game. Regardless, what you have is well polished.
VISUALS: I love the filtering and camera swivel, as well as the overall neon look that ties in well with the game's theming. With a game this fast-paced, it was hard to tell where walls were or what each enemy's type was. I'd at least like to see the pink trim be the exact boundaries of the level, instead of there being a black boundary. Enemy sprites could be more strongly colored as well, or have a stronger glow behind them.
AUDIO: With the theme of the game, you needed good audio to sell it, and I'll say you've certainly passed the mark. I died too quickly to really see how my health affected the music, so I can't comment there.
THEME: Using XP and health as resources isn't the cleverest implementation I've seen, but it certainly fits the bill. Maybe this could be taken further with other types of upgrades, like mentioned in GAMEPLAY.
Thank you for the feedback!
For the upgrades part: there are 3 “unique” upgrades (would like more) and several small upgrades, such as if your low health, you do more damage (changes your bullet color too btw), health, max health, etc.
As for the enemies, the further you progress in the waves, the more enemy types are introduced. There's a bounce enemy, an enemy that splits into 2 other enemies when dead, and 2 types of bosses. But yeah, 1 or 2 more types would have been cool, although balancing would have been difficult with the first waves.
On the visual part: I agree, some direction would have been better :)
For theme: 2 of those upgrades are tied to and affected by the music. Every time you lose a certain percentage of your health, an instrument will fade out of the current music. For example, if you take damage and the bass fades out, 1 of the upgrades will no longer work, encouraging the player to heal and play more aggressively. Also, you can shoot with the right mouse button instead of the left, which also depletes health (and thus fades out the music instruments, which in turn makes the unique upgrades less effective).
Again, thanks for playing!
It's a really fun game with fun mechanics and very good music! The movement is also really smooth and responsive. One thing I think it needs though is a few more upgrades to choose from. Overall, a very good game!
Thanks for playing and for the feedback!
I played the game and my highscore was 5 waves. I love the different enemies I encounter after I pass waves. The map design is really decent and I have a lot of room to avoid enemies. I also like the upgrade system that I get as resource but that would mean I have to kill a lot of enemies just to gain upgrades.
Thanks for playing!
Yeah - you need to kill enemeies to progress through waves and get upgrades (every 2 waves)
Hey CMSaiko, A Heartbeat is amazing entry! The gameplay is straight up solid, the movement feels smooth, the music is bouncy, it feels very fitting and sucks you in a flow similar to brotato or vampire survivors does. In order to underline that feeling faster and more meaningful progression would've been amazing! The only upgrade that felt worth taking for me was the additional hand, as the only other options were max health, current health or heal on demand with F although i didn't face any health issues. Upgrades like more projectiles while shooting, changing the projectiles flight patterns or make them chase the enemy, add explosions or any other twist that changes what you see on the screen.
I'd have loved an addition for auto attacking. Since there is no drawback on holding left mouse button and right mouse button is very situational, auto attacking should be an option so you just have to move the mouse around (or for more inclusiveness for handicapped, allow auto aiming at the closest enemy)
Another thing that could make the loop feel more rewarding is to let bigger enemies leave behind more XP. It feels "disappointing" when you fight that tanky enemy for 20 seconds only to get as much xp as you would for the easier ones.
The boss fight was very good! I loved the laser mechanic to dodge and it felt well balanced!
All in all very good job! I had fun playing it :)
Thanks for the feedback!
For the upgrades part -> there are more upgrades than only the hands, health, and damage. There is an upgrade that charges up based on how long you can hold the bass in the music, and then you can press "e" to release a big explosion. Additionally, also a shield that makes damages to enemies based on the current volume of the music. There are some more "small" upgrades. Also, you can have a total of 3 hands that will fight for you. I would've loved to implement more, but upgrades cost a lot of time :/
For the auto attack and boss part -> I totally agree with you, and I had it on my list, but I was too late to implement it.