
What have been the pros and cons of your approach? (And a crude mockup) (And a completed level) Rhythm games have seldom been restricted to a single button. And I let him work his magic all the offbeat ideas, like the heart cracking to form a chick, the Matrix-style intermission part of the boss being comprised of musical notes instead of data bits, comes from his insistence of always doing something different from what I ask him to do.

I made a mockup using ripped Spelunky sprites (Thanks, Derek!) to show Winston sort of how the layout was going to be. From then on it was just expanding on that idea. I think it started with realizing the link between the moving beats and the heartbeats on an electrocardiogram. How did you come to pair rhythm and health? I was clearly out of my mind, convinced it was the greatest idea ever, but it didn’t seem to have been done before, and so I set to work and ended up with a prototype.Īfter making that first prototype and sending it to friends to test, I realized that it was actually much too hard for the average person to comprehend, and that’s how the prototype became a late level in the game, and levels were added before that to build the player up to this grand opus I had in mind. And then it goes like, untz untz untz untz… but you need to hit it on the seventh beat of each hand!" "So imagine I have quavers on my left hand, right, and like crotchets on my right.
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I remember trying to explain it to friends: Somewhere in between all the counting of dance steps (‘One and two and three and four…’) and daydreaming in electromagnetics lectures, the idea came up to have a game in which the main point was to keep track of different rhythms at the same time. Back in my first year of uni I dabbled in a bit of street dance and music composition for a play. The main seed of the idea was really ‘polyrhythms’. How did you come up with the gameplay concept? They've spent several hours refining their engine to support a margin of error of a mere few hundredths of a second, which rhythm game fans can begin training for with the browser-based IGF build.Ĭontinuing our ongoing Road to the IGF series, Gamasutra speaks to Hafiz Azman about the musical and medical inspiration for Rhythm Doctor, old prototypes for the project, and the design challenges of being restricted to one button while playing many rhythms.

Hafiz Azman and Winston Lee of the University of Cambridge have worked on their one-button Rhythm Heaven-like game for the past three years, mostly during holiday vacations. Rhythm is in almost everything, and Student IGF finalist Rhythm Doctor has found it in the heart.
