What is it?

BeatTap is a rhythm mobile game, where you tap to the beat while trying to survive. With each successful tap you move the ball to a new position on the screen.  You must be careful where you move though as not to get popped by the falling obstacles. For an extra challenge, the time between beats gets faster upon the successful completion of a level. The overall goal is to get the highest score by getting as many successful taps as possible.

What did I do?

I was the sole developer on this project handling every aspect of it. This project included a lot of firsts for me as it was my first time developing for mobile as well as making even simple music. The former being an interesting learning experience and the later being a harsh trial of not just how to make music but how to use it.


How did I do it?

This product began with the general idea of tapping along with the beat while dodging obstacles but the exact method of execution was unknown. I started with falling bars to represent beats to be tapped then moved to the background indicating the beat as it felt more leeway was needed. The path to constructing a lot of the audio in real-time was a slow one as I started with having the whole audio track playing with a positioned level moves down the screen. At first, I realized more than a visual cue was needed for a successful tap to feel satisfying and part of the music so I added a drumbeat for that. I then realized how difficult syncing the beat of the audio track to the visuals was so I created in-game "beats per minute" to play the beat at regular intervals. A system that made it really easy to control when to spawn obstacles that now contained notes. There was still one problem though of the game not feeling fair. In a previous version, the ball moved towards where you tapped, but this created a situation when the player could lose as the ball moves towards the tapped position. I decided to simplify it at have the ball instantly be at the tapped position as I felt the player should only be responsible for the decisions they made intentionally.

Why did I do it?

The goal of this project for me was largely two parts, to gain experience developing for mobile as well as going through the process of publishing on the google play store. The choice to explore this through a rhythm game was largely born out of an already compulsive habit to tap along with a beat along with its relative programming and art simplicity. What I did not expect though was the experience with music this project would bring. Not that the music in the game is anything special, but because in the end I more so created a tool to make gameable music along with learning the requirements that would need. Overall this project was a small way to learn a lot and grow more comfortable with aspects of game development that are new to me.