Apr 4, 2025
Rhythm Game

Initial Testing & Proof of Concept
TLDR: Proving a Rhyhthmic Hit-Detection System to work in Rive
To see if the idea was possible within the editor, very rudimentary hitbox testing was done.
Not the most visually appealing in this stage, but here's what's going on:
An animation plays, swapping a positive hitbox in place of a negative hitbox for a breif moment of time.
Clicking on the positive hitbox registers a "HIT"
Missing the window, and clicking the negative hitbox registers "PLAYER DAMAGE"
The animation replays up to four times, on the fourth positive, "BOSS DAMAGE" is registered.
Building v1.0
TLDR: Layering State Machine Animations + Adding Art and Sound
Initial testing quickly proved promising, and I moved forward into the first build.
Additional state machine layers were added to handle:
Idle movements.
Combo text after four consecutive hits.
Metronome toggle.
Health bar states.
I pulled in pixelart assets I made in Aseprite.
These were rigged to Rive's Solos, activating new frames (color change, health bar decreases, etc.) as different animation states were triggered.
I used a trial version of FL Studio to produce some simple, juicy SFX.
Imported the files to Rive, tying them to the main animation states.

Tweaking to v2.0
TLDR: Fixing the Metronome + Facelift
After some user testing, tweaks were made to:
Correct the metronome timing.
Trigger metronome not on initial start, but upon getting hit once.
Added instruction text that fades after first damage done.
Facelift health bars.
Add more felt impact to damage done.
Organize project hierarchy.