Rhythm Rumble is a two-player competitive fighting-dance experience where players dance through three rounds using step input pads, and their score will determine who gets to beat down on the other. Players can get more points by choosing a harder difficulty each round, but will suffer the consequences if they take the risk and can’t keep up! Will you let yourself get beat up while facing your opponent, or rise above the competition to become the ultimate dancer? Find out by putting your skills to the test!

Gameplay Demos

Player 1 Wins

Player 2 Wins

My Process

Developing Rhythm Rumble was the first time I made a project intended to actually be in the hands of consumers someday. I was the lead programmer and co-lead the whole team, and it was my job to oversee a majority of the game’s programming and development.

The final design of the game was largely group-conceived. I provided the team lots of references of other games so that we could take what worked well in those games without outright copying them, such as DDR and Friday Night Funkin’. I directed the team to focus on making the dancer avatars to be engaging to look at to attract new players to our showcase, but also made sure they were not too distracting to those currently playing.

I wrote the “beatmaps,” which is the list of step prompts the player receives, and I also coded the system to put them in the game. I built this as a system for Unity’s inspector in such a way that a designer with no knowledge of coding could go in and modify the beatmap by inputting the proper note objects and the time it needed to spawn throughout the song. Not only that, but I created a difficulty system, which allows for a player to select their difficulty mid-game and initiate different beatmaps to dance to.

The greatest challenge of getting this game to work was the unique input system. I learned how to code for step pads and work with different and obscure hardware to get the game working. I vigorously tested how the step pads worked, what they responded to, and how to best tailor the game experience to how users would naturally interact with the “controller.”

Art/Animation
Lead: Jolie D’Anna
Parker DeVenny
Kody Felmey
Tristan Stump
Brent Walters
Anna Yousif
Music/Sound Design
Lead: Travis Wade
Broc Edson
Dustin Noto

Game Design
Lead: Parker DeVenny
Eric Rathbone
Programming
Lead: Jessica Peters
Quinten Cheek
EJ Flores
UX/UI
Lead: Regan Osborn
Hayden Huber
Jack Waver

This game was developed by Team Beat Boxerz for Bradley University’s FUSE 2022 show:

Team Lead: Regan Osborn
Team Co-Lead: Jessica Peters

This game was planned and developed over roughly a semester and a half, using Unity, Visual Studio 2019, Adobe Photoshop, and Adobe Illustrator.

The game was developed for a specific show - and thus was allowed unique hardware. The game requires two step-input pads to be played correctly, and is a two-player experience.

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