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Genre: Music, Platform, Indie, Arcade

BeatBeat

May Patch Notes: Entity Boss Fight!

Big Changes:


  • Added Entity Boss Fight
  • Changed "hurtbox" textures to be less likely to induce photosensitivity issues

Roadmap:


  1. One and a half more boss fights
  2. Four Level Reworks
  3. True Ending

April 27th Patch Notes: Three New Boss Fights, New Graphics

Big Changes:


  • New Boss Fight: The Butterfly (on Grow Disk)
  • New Boss Fight: The LaserCat (on Flourish Disk)
  • New Boss Fight: The RocketSword (on Resolve Disk)
  • New Default Beat Skin


Tweaks:


  • Added buttons to High Scores menus to filter between: Around User, Global, and Steam Friends List
  • Added animated visual cue to indicate which beats are Holds
  • Added more achievements for clearing levels
  • Added menu to change Player Totem to Level Confirmation Screen
  • Added "Moon" Audio Visualizer
  • Added the following Totems: TrailerStar, Guitar, GoldenRatio, Column, Duck, Chair, CrownClassic, CrownMinimalist, Pyramid, Up, Down, Left, Right, Flower1, Flower2, Manatee, Broccoli, Horse, Cake, Cup, AmericanCheese, SwissCheese, Cassette, CD, Dinosaur, Hamburger, FourLeafClover, Shield, Gem1, Gem2, NullPointerException, PalmTree, Nothing, Butterfly, LaserCat, RocketSword, Entity, Omnihedron, Error
  • Updated handling of dropdowns with lots of options
  • Tweaked handling of wall-jumps while sprinting
  • Tweaked damage values to be more forgiving across the board
  • Tweaked handling of Move-Assist when hitting beats early
  • Tweaked checkpoints in Grow levels
  • Tweaked camera lerping to be smoother when switching between static and dynamic cameras

Fixes:


  • Fixed totem dropdowns not being properly localized
  • Fixed B9 referencing menus that don't exist anymore
  • Fixed Mashers not having infinite growth potential
  • Fixed totems rotating the wrong way sometimes
  • Fixed gamepad cursor interacting strangely with fishing minigame
  • Fixed max attack upgrade in TNGU causing player to no longer deal damage
  • Fixed CLEAR text not being sized properly when camera is zoomed in


Roadmap:


  1. Two and a half more boss fights
  2. Four Level Reworks
  3. True Ending

February 24th Patch Notes: Hey here's two months' worth of updates



Really long patch notes GO!

Big Changes:



  • New Level: why don't come on over? (Disk 2, Suffer EX)
  • Added full control of background colors, particle-backgrounds, and audio-visualizers in level editor (Note: This is very cool)
  • Added new "First Time Setup" to game ("Setupmancer")
  • Added CheevOS "Challenge Board" to main menu
  • Added small notification for new unlocks on level-clear screen
  • Added alpha for "TNGU: The Numbers Go Up" to Apps & Games
  • Added "RedEdge", "Greenite", and "Bluecean" HUD skins
  • Added Cat, Waifu, Mushroom, Snowflake, Hat, HeartWithHat, HatWithHat, Notes, Fishing, Fish, Dog, E^X, Shovel, and JigsawPiece Totems

Tweaks:


  • Added drumroll sound effect on holds
  • Updated graphics for Holds
  • Added graphic elements to HUD that help indicate the correct Hold direction
  • Added sound effects to mashers
  • BigBeats now makes beats comically large
  • Modified calibration's interaction with hit-sound for now (seeing if it works well)
  • Added some X-Axis wobble to the Totem preview
  • Added HUD Preview to settings menu
  • Added "Comfy Mode" mod: Infinite jumps, bigger beats
  • Percussionist Mode now replaces arrow indicators with circles and squares
  • Updated platform textures for several levels
  • Updated virtual cursor image for controllers
  • Updated "Futuristic" beat skin
  • Added more options for platform textures in level editor
  • Added checkpoints to all versions of "why don't you come on over?"
  • Level Editor and Steam Workshop buttons are now lightly colored to help them stand out
  • Modified which unlocks are available by default

Fixes:


  • Fixed calibration menu not taking effect until the game was turned off and on again
  • Randomizer mod will no longer generate beats of the same type as the beat you are holding on a Hold with an override (in other words: Randomizer is slightly easier now)
  • Fixed hit-sound timings being altered by player calibration
  • Fixed player totem preview color not updating properly when changing totems
  • Fixed some level-unlock animations playing in the wrong location
  • Fixed results screen text-size for non-English languages
  • Fixed Setupmancer Totem-Select not actually doing anything
  • Fixed Screen-Edge-Guide not working correctly in some cases
  • Fixed AutoBeat and Full-Auto not interacting correctly with mashers

Patch Notes: The Comeback Update

The Comeback Update



I've been hard at work so I can bring some very important updates to you. Here's a giant list of all the things that are new in this patch!

Big Stuff



  • New Level: New Game. (Resolve)


  • Added 3D "Totem" cosmetic that exists within the player's cube

    • Star, Heart, Banana, a smaller cube that goes inside of your big cube, and Icosahedron options are selectable in the updated Settings menu under "Player"
    • Many more totem options are in the works.



  • Set up back-end functionality for HUD skins
    • "RGB" and "Cats" available now
    • More in the works, Steam Workshop Integration on the to-do list


  • Upgraded desktop icons for every level
  • Updated Settings menu to accommodate the increased number of settings

New and Interesting


  • Added platform-skin selection to level editor
  • Added click-and-drag resizing of platforms
  • Added more fine-tuning to all mouse-location-based level editor controls: Hold LeftShift to round to the nearest quarter
  • New animation and SFX when unlocking levels
  • Steam Rich Presence fully implemented
  • Added special interaction when you "win" pinball
  • Added new cube animation when "mantling" a platform
  • Added extra line to B9's help-dialogue about practice mode
  • Added extra button to B9's help-dialogue about creating a custom level
  • Added new "Screen Edge Guide" to show where the next beat is if it is not visible on-screen

Tweaks & Fixes



  • Disk 2 button becomes visible, but still locked, after clearing a few levels. Also added hover-hint text to explain how to unlock Disk 2
  • Added more moving parts to the Results screen
  • Pro-Mode circles will now dynamically activate for stacks, regardless of the current setting
  • Updated visuals in some older levels (I will be continuing to touch up old levels with newer designs as I create them)
  • Fixed Jetpack Sax (Resolve) clear data not saving properly
  • Fixed spelling of Lavera's name in credits
  • Fixed a bug that caused failed mashers to not reduce the player's HP
  • Fixed pasted platforms not being pre-selected in level editor
  • Added apostrophe to "dont" in "why won't you come on over?" title on menu
  • Tweaked damage and healing numbers from beats in most levels
  • Improved zooming in and out in level editor

S.P.B.W Update 23: Post-PAX Tweaks

Updates


  • Fixed spelling error in one branch of ending sequence
  • Selecting a certain ending will now result in a file being created in your BeatBeat_Data folder
  • Mashers are now more forgiving when you press multiple buttons on the same frame
  • Fixed Jetpack Sax (Resolve) clear data not showing on menu
  • B9's desktop icon now moves to always be in a visible location when returning to the main menu
  • Tweaked behind-the-scenes numbers for damage/health-gain
  • Modified +Tap tutorial to be more forgiving
  • Reduced amount of time checkpoint text is shown on screen

BeatBeat x PAX Rising Showcase @ PAX West

BeatBeat was selected for the PAX Rising Showcase for PAX West 2022.

Note: This is very cool.

From September 2nd through September 5th in Seattle, I'll be giving away free D6's with the BeatBeat logo on them to anybody who swings by and beats a level at my booth.

PAXWest22.com/Rising

Pre-PAX Prep: Audio Visualizers


Big Changes


New Audio Visualizers


Most levels now feature dynamic audio visualizers that bump along to the beat!

New Title Screen


Crunchy Y2K goodness.

Small Changes



  • Added option to select Japanese or Simplified Chinese via menus instead of automatic handling
  • Reduced particles
  • Fixed Shoujo (Suffer) not properly saving its Clear flag
  • Fixed odd parallax behavior on some backgrounds
  • Fixed one frame at start of main-menu sometimes happening before player data was loaded in
  • Fixed the Chinese translation actually just using an older draft of the Japanese translation. Oops.
  • Fixed Flashlight mod not working
  • Fixed Do My Thing (Suffer EX) having a masher show up too late
  • Fixed Hit Error markers flashing when too many are visible at the same time
  • Demo updated
  • Mac & Linux builds updated

S.P.B.W Update 22: Tutorial Visuals Revisited


  • Updated visuals in tutorial levels
  • Added magic-checkpoint-code: If the beat a checkpoint movees you to would be out of reach due to a lack of platforms, the player is now automatically moved to that beat
  • Steam Rich Presence might be working...?

BeatBeat Content Update: Two new levels, new direction for level design

New Content


  • Menus and gameplay text now available in Japanese and Chinese (B9 dialogue will be translated later)
  • New Level: Jetpack Sax (Resolve)
  • New Level: Shoujo (Resolve)
  • Levels uploaded to the Steam Workshop may now include song files

Gameplay Updates


  • Improved "Next Beat Guides" to include a visual representation of when the next beat will appear, regardless of approach rate
  • New Hit-Sounds added
  • JetPack Sax (Grow) visuals updated
  • Added more platforms to the second section of Comet (Flourish)
  • Added checkpoints to Breezin' (Resolve)

Tweaks/Fixes


  • Improved spinning
  • Resonance Gain icon is now more informative
  • Checkpoints now partially visible on top of other gameplay elements
  • Added more keybind-shortuts to level editor
  • Fixed platform outlines not being shown near player with Flashlight mode turned on
  • Practice Mode now does a better job of resetting the level

Developer Notes


The current to-do list is as follows:

  1. Finish rebuilding the Resolve folder to soften the difficulty curve from "Resolve" to "Suffer" (four levels remain)
  2. Re-approach art design for all existing levels to bring them up to speed with the quality in the two new levels: Jetpack Sax (Resolve) and Shoujo (Resolve)
  3. Continue to add quality of life changes to the level editor

S.P.B.W. Update, Part 21: Animations Abound


  • The player cube now dances along to your rhythm-inputs
  • New Animated Health Bar
  • Added more on-screen feedback for failed holds
  • ProMode Circles icon now shows what the option does
  • Added a last-resort temp-mod for players that are truly stuck on a level
  • Fixed B9 intro sequence breaking in some instances
  • Fixed B9 finale sequence becoming soft-locked in some instances
  • Fixed +Mash tutorial hitboxes behaving oddly sometimes
  • Fixed hover-hint text taking an extra frame to properly follow mouse-cursor on main menu
  • Fixed "exit" button being available during finale sequence
  • Added more quality-of-life elements to Tell Me Your Name Again (Resolve)