Beat Aim - Rhythm FPS Shooter
This is insane
So you have :
-Pretty much any music you want
-Actually good aim training (you can tweak pretty much everything to your liking)
-Public tournaments (Player, Mapper and Streamer) with actual prizes (Think first place is usually 30$ atm)
-High customization available, from maps to backgrounds and game modes (ye you can even move within the map or give heads to bots to practice your HSR hmm
-A user friendly interface that improves with every (frequent) update
-Insane community which actually has insane music tastes
– Real player with 282.6 hrs in game
Read More: Best First-Person FPS Games.
Beataim: clicking kovaaK’s 3D-shaped targets to the beat of any music
! even Hentai not that it’s fun that’s in an .mp3/ogg file.
∞possibilities of beatmaps
+Most innovative and unboring song unlocking system I’ve seen as of yet.
+It has japanese translation if you’re bored of seeing english
! weeb
+AI algorithm sufficient, just gotta know the generator +playtime required
+has people who mapped songs for you if you don’t want to (workshop)
– Real player with 119.1 hrs in game
vrAMP
This is the best VR experience I’ve had yet. I’m a very visual person, so I’ve always had a hard time getting a deep experience of music. Laying down with ambient music like Maggie Rogers or John Frusciante dancing around me is one of the most relaxing experiences I’ve ever had.
I truly look forward to how this evolves over time. There is lots of room for improvement, but this is a great start.
If anyone feels too crowded by the effects, I’d recommend laying on the floor and at the edge of your play space. Having the center area a couple of feet ahead of you is much better than being inside of it.
– Real player with 27.4 hrs in game
Read More: Best First-Person Indie Games.
UPDATE: I still stand by my review…even more so now. These Devs are dedicated and actually listen to the community feedback, respond quickly, and most amazingly update often. How far this app has came from when it started have greatly surpassed my ideas and expectations.
Alot of people are over reacting about the price and amount of content of the application, but I believe its worth every cent, yes its sparse for early access but they want our feedback starting from the ground level. Here is basic functionality of what we want to make…What direction would you like to see it go, what features would you like to see added. Great job Devs it takes a lot of hard work and dedication to do these kind of things. Lets make this an awesome VR experience.
– Real player with 5.7 hrs in game
Beat the Beat Up!
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⠀⠀⠀⠀⠀⠀⠀⠀⠀♫ I Set The Sea On Fire - Tastes Like Funk ♫⠀⠀⠀⠀
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⠀▐▐ ⠀►▏ ⠀⠀──○─ 🔊 ⠀₁:₂₅ / ₃:₅₀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ᴴᴰ⚙ ❐ ⊏⊐ |
https://www.youtube.com/watch?v=_rqJcAX7pNc
– Real player with 1.3 hrs in game
Read More: Best First-Person Beat 'em up Games.
Simple games like this could be a lot worse but this one has a good feel to it. It’s another fitness game too.
– Real player with 0.3 hrs in game
Tales From Off-Peak City Vol. 1
Tales from Off-Peak City is the third game in Cosmo D’s series, after Off-Peak itself, and The Norwood Suite. While playing both of those games isn’t necessary to enjoy this one, it is recommended, as there will be references to the characters in the previous games. (And, y’know, Off-Peak’s free.) At its core, Tales is a walking-and-talking game, exploring the surreal locale of the corner of July Avenue and Yam Street. Make pizza, take pictures, get caught up in about three different conspiracies.
– Real player with 14.0 hrs in game
Tales from off-peak city is a third installment of the series of games that take place in the Cosmo D universe. Just like in the Cosmo D’s other games it features a colorful cast of characters that oftentimes verge on nonsensicality but it nevers goes too far and so retains some relatability and feeling that you can piece together what is actually happening in the city - that it’s not an Inland empire kind of unreachable avant-garde. This, i feel, motivates the player to explore this absurd, surreal and intriguing world.
– Real player with 5.3 hrs in game
BEAT ‘EM DOWN
The game is great but there are some things that need to be improved upon. when you try and sync your shots with the beats there is no leeway to the shot after the beat. It should be a small (70ms more or less) range around the beat rather than just the small leeway given before the beat. Sometimes I would die and I wouldn’t show the “game over”/ “you died” screen so I’d have to manually quit, but it’s not that much of a hassle. Other than that I haven’t encountered anything game breaking, but how do more people have the easter egg gun before any of the other achievements, like damn son.
– Real player with 6.2 hrs in game
I rather beat my meat than beating this.
⣿⣿⣿⠟⠛⠛⠻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡟⢋⣩⣉⢻
⣿⣿⣿⠀⣿⣶⣕⣈⠹⠿⠿⠿⠿⠟⠛⣛⢋⣰⠣⣿⣿⠀⣿
⣿⣿⣿⡀⣿⣿⣿⣧⢻⣿⣶⣷⣿⣿⣿⣿⣿⣿⠿⠶⡝⠀⣿
⣿⣿⣿⣷⠘⣿⣿⣿⢏⣿⣿⣋⣀⣈⣻⣿⣿⣷⣤⣤⣿⡐⢿
⣿⣿⣿⣿⣆⢩⣝⣫⣾⣿⣿⣿⣿⡟⠿⠿⠦⠀⠸⠿⣻⣿⡄⢻
⣿⣿⣿⣿⣿⡄⢻⣿⣿⣿⣿⣿⣿⣿⣿⣶⣶⣾⣿⣿⣿⣿⠇⣼
⣿⣿⣿⣿⣿⣿⡄⢿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡟⣰
⣿⣿⣿⣿⣿⣿⠇⣼⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢀⣿
⣿⣿⣿⣿⣿⠏⢰⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢸⣿
– Real player with 1.3 hrs in game
Playhear : Square Paper City
How an Electronic Music Album would sound and look if it was a Video Game?
Welcome to a new way to listen to music with this first opus of Playhear, a series of musical pieces made into games!
Surreal City
Settled in a weird and minimalistic place, Square Paper City is a Musical Walking Simulator with mazes, some puzzles and a bouncy and dynamic world.
A new way to play a music album
This interactive experience will make you live and feel a music LP as something new: semi-procedural, designed according to the game and the levels, moving and modulating according to your actions. The simplest inputs have dramatic consequences over your musical experience.
There’s also rhythmic totems to test your rhythm abilities, some shooting skills to help you find your way in the monochromatic mazes, some light Parkour, and other fancy mechanics.
Made with experimentations in mind
I made this game in solo, following my emotions and knowledge, testing visual technologies and interactive audio systems to provide a psychedelic but dynamic and fun walking game in a living painting!
I have also been working closely with some audio plugin developers as a tester and sound designer.
This game is a tribute to them (Unfiltered Audio, Rhizomatic, UVI, Bitwig, Sugar Bytes…) and to experimenters.
Finally, here’s the
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Push the Boundaries of the Way we Play/Listen to Music: a technical and artistic approach to interactive music
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Automatic Writing and Serendipity: a surreal way of composing the story and developing the game content with serendipity.
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Minimalistic Systems and UI: more immersion for the player. No complexity, immediate onboarding.
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Synaesthesia: attempt to make a world that lives according to music and visual connections.
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Focus on Experimental Art and Trippy Mood: I wish to experiment on both the technical art and the interactive music system in order to push the boundaries of abstract and artistic games.
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Diversity in electronic music genres: as I always done in my musical career
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This Game is an Instrument as Much as it is an Art Piece: give the opportunity to the player to play the game as an album or live show during a party or whatever.
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Use a Limited Range of Instruments: especially those that I’m testing for audio developers friends and a few others that I really need for the overall quality of the music
A game made by Tomavatars
Matter
Matter is an awesome, but also very short virtual trip.
You play in first-person view and jump through dynamically forming levels that give an organic and psychedelic feeling. The sound and music seems to react to your movement as well. Where are you? Who are you? Looks like you are in some kind of organism. Or is it space? Who cares, it’s trippy as hell!
There are some slower parts where you run around little planets and search for artifacts, but the main part is “just” running and jumping. You can reverse time a bit if you miss a jump. Gravity seems to be all over the place and changes, so some of the jumps can be a little tricky, but if you just push on, you will be able to get into a flow state and enjoy the game to its fullest.
– Real player with 2.8 hrs in game
Ok, I know well the devs, but they didn’t ask me to recommend the game. Take it as it is, but I will try to be as objective as I can.
I just finished the game. What I could say is that it was a delightful dreamlike trip, with very special attention to the ears and feeling of gravity. It’s the kind of game you can’t forget after playing to it. It makes bubbles in the stomach.
Except for the jump, which is sometimes a little bit harsh for me (no air control, but it doesn’t block me), I did not have much frustrations.
– Real player with 2.5 hrs in game
VRWorkout
I know I’ll get fitter playing this game.
What the hell is a burpee? What is this one handed push-up nonsense? Squats I’m good with, running is fine, jumping without hands above my head is great. Punching the discs is fine. The points system is mad, I couldn’t compete in a points table in this unless there’s a dad-bod mode tiered system for middle-aged e-sport leagues.
This game has taught me much about my fitness levels. 1) I’m not fit enough to complete 30 minutes inside this game with a high score. 2) it doesn’t matter, because even if I do half of what the game is asking of me, I’m still moving and that’s an improvement on sitting on my arse at the desk.
– Real player with 8.2 hrs in game
5/5! Great improvements, new features, and updated songs, thank you!
VALVE Index Users:
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NO BURPIES! NO JUMPING, NO SHOES, SLOW TRANSITIONS B/W POSITIONS – unless your cables are suspended from above.
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Wear the controllers like wrist watches.
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Wash/disinfect your face gasket regularly. Steam Support recommended warm water or 15-30% alcohol wipes.
I’ve been playing this since it came out. I love this game so much that, even though I bent/broke my cable, Steam sent me a new cable and I still love this game!
– Real player with 3.9 hrs in game
Music Killer
After Audiosurf made revolution in rhythm genre by letting us turn our personal MP3 files into custom racing levels, we’ve got all sorts of things with similar concept. It’s kinda fun, but, even though Audiosurf had a lot of space to improve, nobody ever tried to seriously compete with it. I mean, we’ve got quite a lot of rhythm racing games. We’ve got Music Racer, we’ve got Rhythmic Retro Racer, we’ve got Rhythm Race and so on. But those were just quick ways to make money. None of those ever tried to compete with Audiosurf for real. While games that actually tried to deliver something real? They just went for the other sub-genres.
– Real player with 32.9 hrs in game
When I first got this game I was really hyped because it was brought to us by the same people who made Music Racer, which already was a fantastic game. The graphics, game play, and the overall beat recognition was amazing and also trippy AF.
The problem I first had with the game was that it wouldn’t play YouTube songs, nor would it even play my own audio files. So that made me really disappointed. I read reviews that other people had posted about the game and they all seemed to have the exact same issue. A lot of people were saying that the developer stopped working on the game. At this point in time I believed them and I haven’t touched the game since.
– Real player with 1.6 hrs in game
Isolationist Nightclub Simulator
a good trip 10/10
– Real player with 3.3 hrs in game
It’s hard to describe this one… it’s a place that lets you go anywhere you want in your own abandoned club, which is sort of equal parts peaceful and lonely. It’s enjoyable making your own music with the in-game synths, and I could see this being great fun to have in the background at a (real world) party. The atmosphere is really strong with some great sound and music, and if you’re someone who enjoys exploring in games for the sake of exploring, there’s a lot to get from this nightclub.
– Real player with 1.9 hrs in game