How to play: Groovin' Gal wants to get groovy, and dance with everyone on the dance floor. Use the arrow keys to perform dance moves. Open chests by performing their dance moves enough times, and learn new moves. Get everyone groovin to unlock the door and continue to the next floor.

How to actually play: "dance moves" are shown on the right. The blue square shows the affected area. Each character on the dance floor needs "groove" to disappear. The more grove you have in your grove bar, the more effective your moves are. "normal moves" are also shown on the right. Press UU, DD, LL, RR to move up, down, left, right. All inputs need to line up with the beat, shown on the bottom on the screen. You lose if you run out of groove. You get groove by performing moves. There isn't a way to win, sorry :( Game gets harder the further you go.

Credits on the main menu screen. All assets made in 48 hours except the font and shader.

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  • FlyAway
    Lv. 9

    Nice game! The idea was unique and the gameplay was pretty solid! I did feel that the tempo increase around level 3 was a bit high, but even though this game was unfinished, It was still a solid entry! I got to level 5 :) Nice job!

  • Fachewachewa

    Really cool idea but also really difficult. I couldn't get past level 2. I guess you need to learn each dance move. Also it's a little weird to have to input multiple dance moves for the same NPC, since it always end and begin with the same direction, it forces you to move back or to wait.

    But overall even if it's incomplete it's really a good entry.

  • illdie
    Lv. 12

    I really like the ideas and systems here. It was a bit much to grasp all at once, but once I got in the game and started feeling it out it wasn't too hard to get a more intuitive understanding. I really liked the ability to combo things together, like the default LUL/ULU and RDR/DRD moves, those were very useful for regaining groove.

    The biggest issue I faced though was a slight desync between the inputs and the beat of the music, at least for me. The BPM was perfectly aligned, but the inputs in the game were offset by a fraction of a beat from the audio. I had to intentionally focus on the rhythm of the visuals over the music in order to successfully play, which became a bigger issue as the BPM got faster.

    Regardless, I think this idea is a great one and I'm glad that you got as much of the mechanics in as you did. I enjoyed playing around with it and considering the scope of the concept it's really impressive what you were able to implement in 48 hours (I could imagine the sort of rush I'd be in to make something like this for a jam, lol) Great entry!

    (EDIT: I also forgot to mention, the music was rad as well!)

  • Allison James

    I commend your bravery on choosing a game like this, and getting as far as you did with it - from the checklist of things you listed as not having had time to do on the main menu, I think you'd've been lucky to finish this game in a month 😅

    What's here is really neat! Sort of Crypt of the Necrodancer-esque gameplay but more focused on specific dance moves to perform actions is a genuinely unique and interesting idea, that I think has a lot of potential for much bigger things.

    In its current iteration I definitely found myself getting a little spaghetti-fingered, though. I kept moving away from enemies/chests as the timing is quite tight and I'd accidentally input the double-direction dance moves that move you while trying to execute the dance moves to open chests/dance with enemies.

    Maybe there could be an action button you hold to signify dancing, while simply a single direction on-beat without that will move you? You could then implement more complex features like allowing dance moves to syncopation, or at 2x/4x the tempo of the music.

    There are so many places this could go. As I'm sure you know, this current iteration is definitely not fully realised, but it's absolutely a glimpse into bigger things, and I'd love to see that.

  • arthurgps2
    Lv. 12

    Shame you couldn't add what you wanted in time, but you're lucky I'm a fan of rhythm games :)

  • HOPL
    Lv. 2

    This was surprisingly difficult or maybe my rhythm just sucks lol

    The combat was fun a flowed nicely with the movement, the game instantly got a lot more fun once I memorized the combos and got the movement down.

  • Tydecon Games

    This was a really funky experience, I'm reminded of crypt of the necrodancer in a way! It's certainly unique and I like the procedural generation of it (at least I think it was?) - the only thing I'd fault is there needs to be a bigger window of time to react between the buttons and the beat, I missed so many beats by what I thought must have been a fraction of a second, maybe I'm just not groovy enough, I'll need to give it some more practice - overall, good job :)

  • Jaspo
    Lv. 16

    Read the instructions online after playing, not finding instructions in the game, and managing to dance but not get the door open. There's potential for a decent game here, its just too bad it wasn't really finished. The music worked fine for me.

  • Stratemagician
    Lv. 3

    This felt very confused to me, sorry. I was expecting trying to dance to the beat, but theres no music, and dancing just moves my character around. The rainbow pulsing colours makes me a bit naseous lol, its like hypnotoad from futurama. I appreciate you didn't have enough time to make it how you wanted, intrigued to see how it would turn out given that time.

    • SwiggityCricket
      Lv. 6
      SwiggityCricket Coder of Groovin' Gal

      2yrs ago

      No music? Like at all? That's very strange. It definitely plays music for me no matter what I do. There should be music in the tutorial and in the main game. Regardless, thanks for your feedback!