Welcome to Danythm, a fast-paced, music-driven runner game where obstacles appear in sync with the beat! Immerse yourself in an energetic world where your reflexes are key to success. This game challenges you to jump, attack and slide at just the right moments to avoid obstacles and complete each song.

Gameplay Overview

  • Mobile Controls (Android): Swipe up to jump, tap to attack and swipe down to slide.
  • PC Controls: Use the up arrow key to jump, the spacebar to attack and the down arrow key to slide.
  • Your goal? Survive the song and reach the end without hitting any obstacles!

This is the first beta version of Danythm, released to gather feedback from players like you. Your insights will be invaluable in improving the gameplay, balancing difficulty, and enhancing the overall experience. As this is my very first game creation made in Godot 4, I'm especially eager to hear your thoughts!

Acknowledgments

This game would not be possible without the amazing assets from talented creators. Here is a list of credits for the assets used:

Thank you for trying out Danythm! Your feedback is greatly appreciated and will help shape the next version of the game. Enjoy playing and keep the rhythm alive!

Download

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Click download now to get access to the following files:

Danythm.apk 24 MB
Danythm.exe 70 MB

Development log

Comments

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Pretty fun for what there is! It took me 8 tries to complete it, partly because in the first few attempts I kept associating space bar with jumping.

Matching the obstacles to the beat of the music is a neat addition.

It's a little strange visually that the enemies move vertically to match the player character. I understand that the point is to require hitting them instead of trying to clear them with jumps, but is that necessary for any reason? I don't think it's inherently bad for the player to have the option to jump enemies.

The slide mechanic looks neat! I couldn't find a use for it aside from cancelling a jump and crashing into obstacles. :)

(+1)

Thank you so much for the feedback, Satinel!

I completely agree with the points you raised, and I’d like to clarify a few things:

I made the pterodactyl follow the character's height because, as you mentioned, I wanted the player to use the attack button rather than simply jumping over it. This was a workaround, as I didn’t have a suitable asset to serve as a proper "enemy" obstacle at the time. Since I needed a tall obstacle to make the mechanic work, I chose to use what was already available instead of purchasing or searching for a new one for the initial release.

The same logic applies to the slide mechanic. I didn’t have an appropriate asset for an obstacle that players could slide under, so improving this aspect will require finding or creating new assets to enhance gameplay. I completely agree that this is an area for improvement!

As for the PC keybindings, I could definitely make them better. Assigning the spacebar for jumping and finding a more intuitive key for attacking would make a lot of sense. Since this game was primarily designed for mobile, I focused more on optimizing the mobile experience, which is why the PC controls might feel less refined.

Thank you again for taking the time to play the game and for providing such helpful and constructive feedback, I really appreciate it!

This game is really cool! Mind if I use it in my new channel? This is going to be the first game on my channel and I will put the link of your itch.io page in the description

Thank you so much for the feedback! I'm really glad you enjoyed the game. Of course, feel free  to use It in your new channel. Best of luck with your channel, and let me know when the video is up! 😊

The video is posted to the Dame Gev channel on youtube