- Now you can play on the controller using the side buttons. LB - Left arrow LT or RT - Up arrow RB - Right arrow
- Fixed a bug where the game wouldn't allow you to use the keyboard if the controller is attached.
At last, the final destination, Rhythm Brawl - 1.0 After 2 years and 4 months of development, the game is now, finished! [previewyoutube=L14iQWrAszY;full][/previewyoutube] So, what's the final changes?
- Added some indicators for the edoren system.
- Fixed a few bugs.
- Improved the achievements and added a "King Of Rhythm" achievement.
- New song, After Work, although its kinda buggy atm.
- QoL improvements.
Thank you so much everyone for all your support for the game, Rhythm Brawl is now, officially, done and out of Early Access! If you encounter any further issues, please let us know via a steam review, discussion board or via our discord server. If you're interested in my next upcoming project, feel free to follow me on Twitter where I post regular updates to the game's development. And as always, enjoy! :D
It's time people! Rhythm Brawl is now, officially, in Beta phase! After nearly 2 years of development, the end seems closer than ever! [previewyoutube=L14iQWrAszY;full][/previewyoutube] So, what's different?
- The character animations are now complete!
- I've added the Edoren System into the game, thus completely changing the game from just "the player who is the most accurate wins" to actually having strategy. Edoren has 4 buttons, 2 of which do different things depending on which character you are using. For some it increases the note speed for a while, for others you can double the combo damage and so on.
- Speaking of characters, I've finally finalized and completed the Tutorial Screen for the game! You can now learn the game systems from there. You can access it from the main menu.
- I've also added some polish and cool effects to the game to make things look more finished, like the CRT overlay.
- Updated the loading screen to show the different edoren powers the characters have.
- Added a couple new song charts like "Codependant" by Spad3s, "By My Side" by Maui Sam. Also remixed the theme song "Fight to the Beat", alongside its new song chart.
- Another big thing that was added was a revamped version of the "Legion DLC" chartmaker! Gone are the days of having to hardcode the song patterns, now you can do it with the help of a UI. https://steamcommunity.com/sharedfiles/filedetails/?id=2666716316
- Other than that, there have been many other minor improvements as well.
[previewyoutube=VT2lXuw_GT0;full][/previewyoutube] Alpha 4.3 is here with one of the most awaited change yet!
- The animations for Myzters, Scaizor and Cole are finally in a state of completion!
- The selection screen cover art has been completed for all characters!
- Due to problems regarding the control schemes, the controller config has been removed from the options screen, the controls are as follows :- Interact - DPad Select/Start - XBOX A Button Left Arrow - XBOX X Button Up Arrow - XBOX Y Button Right Arrow - XBOX B Button Pause - Start Button
- I have also polished the character select screen.
- Fixed a few bugs regarding the Anti Notes and AI.
- lastly, did some Quality of Life changes and fixed some bugs.
[previewyoutube=HmQ6K1RghsA;full][/previewyoutube] Alpha 4.2 is here with quite a few changes coming with it! So, here's what's changed
- I have added more achievements to the game!
- Myzters have gotten a reanimation with others on the way!
- I have been trying to descope the project so that I can manage to finish the development as soon as possible so stuff like the Edoren System, Online Multiplayer and the like have been removed from the list due to budget and burnout reasons.
- I have also been busy drawing new cover artworks for the characters in selection screen. More are on the way
- I've also added the setting to change the note fall speed
- I've made a new song chart for one of the songs "Cookies" which is harder than the rest of the songs.
- One big update would be the addition of a Level Editor that makes creating new song charts alot easier than it used to be! You can use it if you have access to the UGC DLC. Here's a video showcasing how it works, a more functional guide shall be coming soon, till then feel free to experiment! :D [previewyoutube=MF5efe_VwNk;full][/previewyoutube]
- :astly, did some Quality of Life changes and fixed some bugs.
Alpha 4.1 is here with quite a few changes coming with it! So, here's what's changed
- I have added 2 new types of notes, the slide note and the anti note! The slide notes can be hit by just holding the button, while hitting anti notes will lower your score. But, these notes are not implemented in the songs yet as i'm still working on a song editor which can be used to increase the charting speed (and allows me to not write the charts in code which was a terrible experience). There are remnants of the charting in the song, "Fight to the Beat" but its still very very WIP.
- Steamworks API After a whole year of development, i have finally implemented Steamworks API into the game! Well, what does this mean for you guys? Well, now i can setup different kinds of features that i was't able to do before like, Achievements, Steam Workshop and, most importantly, Online Multiplayer! These are now on my to-do list. So far, i have implemented the baseline of steam achievements, but more are on their way soon! :D
- Earlier there was a problem with the game where you scored higher than the opponent yet the opponent still won, well that bug is now fixed and now having a higher score means you win. No more win bars, health bars and all that unnecessary complexity. Just simple scoring. Also, i want to clarify, the flow system and all that has been removed for the time being as i'm trying to make the edoren system and all. So right now its just simple rhythm gameplay.
- I have also been working on the animations but they're not nearly done, so stay tuned for that!
- As a consequence of Steamworks API (the reason it took so long), there are chances that the linux version of the game may not work, if you are experiencing difficulties with it, i suggest using the Windows version of the game via Proton. It's what I use on my PC too.
- Though not nearly close to completion, I have created a system that picks different colored audience backgrounds when you start a match, this creates some degree of variety but its still just a start, so it may not seem like much.
- I would also like to point out the "testers" beta branch for those who want to stay up to date on the very recent updates done to the game. They might not be stable and have a few bugs here and there and would not be announced, the version would simply update, but it's there for those who want to use it. Branch name : testers Branch password : rbtesting6969
- Also did some Quality of Life changes and fixed some bugs.
- Lastly, for those who are having trouble with the note offset system, i'd like to point out that it offsets the notes by a pixel-based margin rather than a seconds-based margin. And the higher the number, the earlier the notes will arrive
Hey! It's been long hasn't it? But we're back! [previewyoutube=UE6Hgy9V0zw;full][/previewyoutube] So here's what has happened since the last update was released.
- The game's scope and feature set is now locked! This was the main reason why it took so long because, tbh, i had no idea how to take the game forward from here. There were just so many things to do and I was completely burnt out for 2 months. Moreover I had exams in whole of May and the first week of June which kept me from working on the game. Alright enough story, let's get to what's changed!
- The Animation of Myzters was reworked into its final stage! No more sketch frames for him! His design and cover art was also reworked.
- The action system was removed as it caused alot of clutter and complexity issues. It was replaced by what the game originally had back in its early days, simple rhythm gameplay. BUT, that's not all since the Edoren System is what i'll be reworking next, so stay tuned!
- The game HUD was polished up and finalized as you can see in the image above. The notes now glow a bit when they can be hit.
- A setting has been added which allows you to silence specific player hit sounds for a less clutter-y experience.
- There have been some minor bug fixes too.
- There have been some improvements to the song charts. You can also use the Note Offset setting in Options to make the notes hit right when playing.
Just showing an update to the game's current state. Not fully playable but there has been changes. It is gonna take a bit more time so please be patient!
Here's a screenshot of the progress :-
Some wip animation :-
Due to financial reasons, we would now have to switch the game from a free to play to a pay to play model. What does this mean for you guys?
- Those who already have the game in their library will keep it.
- The game would soon be leaving Alpha with a big update that is scheduled for sometime around March or April. Featuring a completely new gameplay loop revolving more around fighting game play.
- The base game, which would be paid by then, would feature song modding support built-in.
- The UGC DLC will be converted into a Character and Song DLC.
- The starting price would be $2.49, rising up to around $9.99 by the time the full game is out.
- There will be a playable free demo for those who want to test the game out before buying.
The game will be going through a big gameplay overhaul, which is why the next update would take quite a while to arrive.
The gameplay mechanics of Rhythm Brawl have seen a BIG change!
The new system introduces a fighting game system that allows high-level play.
Basically, you have 4 actions that you can cycle between at each beat :
Light Attack [K Key] [Num2 Key]
Heavy Attack [L Key] [Num3 Key]
Block [J Key] [Num1 Key]
GuardBreak/Assault [I Key] [Num5 Key]
Light beats Heavy.
Heavy beats Assault.
Assault beats Block.
Block beats Light.
And the outcome differs depending on the accuracy of your rhythm.
Other than that, we've also redesigned the HUD :
The gameplay system is in a very experimental stage currently so we need your help in designing it so that we can make a more deep game for you to enjoy! :D
The community's cooperation with the game is of utmost importance, especially in this early state of the game.
If you encounter any furthur issues, please let us know via a steam review, discussion board or via our discord server. And as always, enjoy! :D
Added a new song to the game, Vertigo. By JJD. JJD - Vertigo Song - https://www.youtube.com/watch?v=gc9R_yM8uag Download - https://lnk.to/jjdvertigo Also did some work on the character animation of Myzters. If you encounter any furthur issues, especially regarding controller inputs, or would like to ask something, please let us know via a steam review, discussion board or via our discord server! :)
Ok...so...i have been absent for quite a long while now and I'm TERRIBLY sorry for it. I went through a very demotivating time in the past few days and was unable to put in much work into the game. So, what did I add this time?
- A new sfx for hitting notes.
- You can now set note offset. (The lower the number, the later the notes will come and vice versa)
- And some aesthetic, gameplay and audio improvements. Again, I'm really sorry for the delay. If you find any bugs or issues regarding the game, feel free to contact me via the discord server or the discussion board.
Added some content [previewyoutube=1Yg53m-S5io;full][/previewyoutube]
What's new
- Added a new song, Cookies by Northern Born. Rocket Start - Cookies [Bass Rebels] Song - https://youtu.be/ZAH7QM71cTI Download / Stream - https://www.bassrebels.co.uk/Cookies
- You can now configure your controllers in the settings menu! (The controller doesn't work in the start, you would have to configure it first. I'm not sure if it would work it all as it's something i'm unable to test)
- Improved the menu and some transitions.
- Added an option to disable the note hitting sfx in-game.
- Did some gameplay tweaks and changes.
Added a new song, Momentum by Northern Born. Music By Northern Born Momentum [Bass Rebels] Song - https://youtu.be/DxY8k7aQPnI If you encounter any furthur issues, please let us know via a steam review, discussion board or via our discord server! :)
Added some content Fixed the problem regarding controllers not working, you can now use controllers, but cannot change the controls for them, at least for now. The Controls for Controllers(XBOX) :- Accept - Start Pause - Select Left Arrow - X Up Arrow - Y Right Arrow - B Edoren Key - A
What's new
- (The song is not added just yet due to problems in collaboration, but will be added in a day or two)
- Fixed a problem regarding controllers.
- Added digital drawn stickfigs of KneoX and Myzters.
- Improved the written tutorial for Rhythm Legion.
- Added a new character, NRG.
- Did some gameplay tweaks and changes.
The November Sale is here everyone!
[previewyoutube=65qeLLugftE;full][/previewyoutube] There have been a couple of changes :-
- An in-game tutorial is added.
- There is a new trailer and capsule art.
- Added a new song, DayOff.
- Fixed some transitions and did some polish.
- Some hanges to the gameplay.
Made a few changes here and there You can now use the mouse to control the UI in the game.
What's new
- Added full mouse and controller/keyboard to the game's GUI, except the Options Screen which still requires a mouse.
- New Arrows and Notes.
- A new song, Fight or Flight.
- Added some simple tweaks to the GUI.
- A new cover image for KneoX Character.
- A few other minor changes.
Made a few changes here and there You can now use the mouse to control the UI in the game.
What's new
- Mouse for Control.
- Though, you would have to use WASD to control some parts of the game, such as the characters.
- This makes it almost impossible to use the controller for the complete game, thus, "Partial Controller Support". You can still play the game matches with the controller.
- Added some simple tweaks to the GUI.
- Made some effort for implementation of Steamworks API. So, soon there will be Achievements and stuff. Stay tuned!
- A few other minor changes.
Hey! It's been a while since the last update and I'm sincerely sorry for that. We have all been busy with the game and have changed alot of things here and there.
- The previous characters, aka, the "Placeholder Fighters", have been changed into musicians, just like it should've been earlier. The old characters were from a fighting game I was previously making but abandoned, the new, actual characters of Rhythm Brawl have begun to take shape. Note : The character art is currently in a very early stage, still in the sketch phase. The design may thus not be that clear. The reason to update the game build with these early sketches relates to the next change i'll be mentioning. The characters would eventually be updated soon after. There is also a random character selection now.
- The next big change would be the addition of the highly-requested Control-Config System! You can now configure your controls in the options menu. The system is currently in a very early state! I haven't even given it the UI aesthetic treatment yet. If you encounter any bugs related to the Control-Config System or anything else, please contact us via a steam review, discussion board or in our discord server as soon as possible so that it can be quickly fixed! :)
- Moreover, the gameplay has been reworked.
Now, instead of the HP System and Stun System before, there is now a "Supriority Bar" similar to the one in Friday Night Funkin. If the bar has more red, then P1 wins and vice versa.
Now the score is shown at the end screen instead.
- There are also UI changes. The Character Select screen has been revamped with bigger icons and more detailed cover art for characters. As mentioned above, the end screen shows the score; with only the winning player being shown.
- There is now a loading screen before the game match starts which displays the chosen controls for keys, as well as which player is a COM and which is a Player.
- Other than that, there have been many other minor improvements as well.
So, did some work and found out the cause of two of the biggest problems that were present in the game, the key-ghosting(keys not registering) and the off-beat rhythm. The key-ghosting was caused because the game only takes into account 1 collision box at a time, and when there are multiple collisions, it wont take them into account. This can be fixed in 2 ways : By disabling collisions after hit and making the hitboxes tighter, or, by making an object pool of notes to destroy. I went with the former, though, later on the latter will also be implemented as the former isn't foolproof(even though its easy to implement). The Off-beat rhythm was caused by some janky variables set to wrong values, it has been fixed. I also implemented a 16-beat system, which leads to better note charts that are more accurate to the rhythm compared to the previous 8-beat system. Moreover, I made the chart design system more intuitive via a grid scripting method. But! In the process of all this, all the previous songs have been broken, they are playable but would hardly follow the rhythm and would either be reworked or completely removed. So, there is now a "Fight To The Beat" song which is the theme song of the game, that you can now play. It's now complete, you would have to be patient to allow us get the rest of the stuff done. :/ Please forgive the inconvenience and, as always, enjoy! :D
Added a few tweaks You can now change the name of the players from the settings menu.
What's new
- Added a setting to enable/disable the FPS Counter.
- Added the ability to change the Player Names.
- Made all the AI a bit harder to defeat than before.
- Added some simple tweaks to the GUI.
As we reach 20th October, my exams are over and the game's development continues. So, what did we accomplish?
- The game store page is now in 10 different languages!
- Added a FPS counter.
- Added a VSync setting.
- Tweaked the hitboxes of the notes to be tighter.
- Made the Master level AI harder to beat.
- Added some slice-of-life input features.
- Have hypothesized the solution to the key ghosting.
- Added some drum beat music to the end screen.
- Improved the theme song.
This time there are some new settings implemented into the game. There is now Partial Controller support!
What's new
- Partial Controller Support.
- AMP/SP Move has been removed for renovation.
As a follow-up to the previous patch notes, we have furthur fixed some bugs in the game.
What's changed :
- The game now works on Windows.
- AI is not passive anymore, it attacks now. The bug is fixed.
- Did some color correction in the Selection Screen.
- Removed achievements for now.
- Made some SFX louder.
- The Players are now identified as "Player1/Player2" and the Bots as "Bot1/Bot2".
We managed to get some time to do a few bug fixes.
What's changed :
- Options should now save.
- Fixed a few gameplay bugs which led to Player 1 always winning.
- Removed Easy Mode for now.
- Wires are less obstructive now. They used to glow too much.
- Added a new achievement, Joined the Game.
We have released Rhythm Brawl as Early Access just now!
You can now download the game and play it. We recommend rating the game and providing feedback so that you can contribute towards the game's development and we can take your feedback in consideration to develop a better game for everyone! We also suggest joining the Discord Server to stay up to date on the latest news regarding the game. https://discord.gg/SQfwWQKEde
Due to exams, the release date of the game was brought closer to 9th September. The development of the game will take a slow move during the exams, after which, development will go forth full-swing!
Rhythm Brawl
Sol Reaper
SRC Corp.
Fourth quarter of 2022
Indie Casual F2P MMO Singleplayer Multiplayer EA
FREEGame News Posts 28
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
2 user reviews
(2 reviews)
https://store.steampowered.com/app/1729900 
Rhythm Brawl Linux [95.45 M]
It is easy to learn but hard to master.
It contains Rhythm-Chart mechanics which is most notably found in Guitar Hero along with a large roster of characters where each plays differently, providing interesting mixups. The game can be played against other players or the AI. Moreover, it has a rivalry-based story mode packed with highly detailed illustration cutscenes.
The Features Of Rhythm Brawl :-
- Arrow-based Rhythm Gameplay.
- 2-5 Minute Long Battles.
- An illustrative story mode, different for every character.
- Local Multiplayer. (Online is WIP)
- AI Battles.
- Special Notes, AMP Meters and Flow States.
- 12 characters, each with their own playstyle.
- 24 different songs from different music genres.
- OS: Any Distro (64 bit)
- Processor: Core i3Memory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Integrated GPU
- Storage: 50 MB available spaceAdditional Notes: OpenGL ES2 required at minimum
- OS: Any Distro (64 bit)
- Processor: Core i5 or higherMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Dedicated GPUNetwork: Broadband Internet connection
- Storage: 50 MB available spaceAdditional Notes: OpenGL ES3 recommended
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