BeatBounds
BeatBounds is a solo gaming experience immersing players into the role of the main character tasked with restoring the world’s temporal balance and harmony. Following a mysterious disruptive event, the flow of time becomes chaotic. To rectify this, players must gather essential components—either keys or clock parts—and unite them across three distinct levels within the game. Navigating these levels requires synchronization with both the music’s rhythm and visual aids (represented by circled timers) in the background. These timers signify specific movement allowances: for instance, one may restrict movement but permit jumping, while another could immobilize movement entirely. Each timer mode corresponds to a unique beat within the music, allowing players to rely on auditory cues for recognition.
BeatBounds is the final project I co-developed in the third year of university course. It was a very interesting experience coming up with the premise and working out the mechanics of the game and see it come to life. As it was inspired by rhythm games, I had to incorporate code that uses mathematics in co-ordination with the music I composed so that all of the obstacles and hazards moved in time with the music, giving the game that rhythmic element without taking away the free range of movement from the player usually seen in this genre.
This game was a collaborative effect, whilst Kat handled the artwork, I was responsible for composing the music, writing the code for the game, implementing the UI based off Kat's original concept and designing the other stuff like the logos, website and social media stuff. This project really allowed me to put all of the skills I've learnt over the years to good use and as it's the first game I've properly released on Godot (having tangled with the engine before) it has helped me become extremely familiar with the engine thus adding one more to my arsenal.
Developed in collaboration with Katerina Michael