Ludum Dare 32 — April 17th-20th, 2015 — Theme: An Unconventional Weapon

chromenopePSA: As of Chrome 42 (Released April 14th), NPAPI plugins are disabled by default! That means Unity Player, Java, and Silverlight games will not work in the Chrome browser! That said, Flash in the Chrome browser continues to work fine (PPAPI).

To Developers: Consider using HTML5 and WebGL instead. Having troubles with the export? Don’t worry. See Ports below.

To Players: A workaround is to enable NPAPI plugins in your Chrome settings. Click or Copy+Paste this URL in to a tab:


As of September 2015 however, this option will no longer be available.

Other browsers (Firefox, Internet Explorer, Safari) and Flash are unaffected, but FWIW there is no Unity Player or Silverlight for Linux.X

Back to Browse Entries

I dont want to hear it

by ekun - Compo Entry

this is another rhythm game

fight off demons using the power of music


left arrow
right arrow
enter - select
escape - back

Downloads and Links




sxmn says ...
Apr 20, 2015 @ 2:34am

my favorite so far

nice work

Leandrus says ...
Apr 20, 2015 @ 5:03am

Very good. Excellent game.
I love it. Thanks for sharing :D

gene-z says ...
Apr 21, 2015 @ 12:38am

Very good game,,, i like,,,, tooooo much,,,

Fanttum says ...
Apr 21, 2015 @ 1:12am

Judging by comments I really wanna play now, so any web or mac build coming soon?

djfariel says ...
Apr 21, 2015 @ 1:12am

That was crazy fun. Reminded me of playing Rhythm Heaven on my DS. Great work!

ianh says ...
Apr 21, 2015 @ 1:13am

Hey it's ekun, the master of ludum dare rhythm games :D

I have one small comment -- I wish there was some way to distinguish when something is on an offbeat. It can be hard to read the notes when there's syncopation. Other than that, this is an amazing game! The synchronization between audio, visuals and controls is perfect.

ekun says ...
Apr 21, 2015 @ 1:21am

Thanks for the kind comments!

Fanttum: Sorry, don't have a Mac to build on yet. Maybe in the future though.

ianh: I know exactly what you mean, it can be a bit tough to see how things line up to the beat. It's definitely something I'd want to fix if I did a post-compo version.

ChronusZ says ...
Apr 21, 2015 @ 1:54am

Much better music than I usually hear in compo rhythm games, I really liked it. That second level is way to hard for me, though. I couldn't get below 80 mistakes .-.

AxeTheory says ...
Apr 21, 2015 @ 2:28am

One of the best games I've played today.

ApocoNypse says ...
Apr 21, 2015 @ 2:30am

Excellent! Sound was great, gameplay was addictive and smooth. Really really well done, great job!

gillyadrien says ...
Apr 21, 2015 @ 2:33am

Awesome work: the game is simple, yet fun and engaging. Definitely a very nice entry! :)

LuckyCassette says ...
Apr 21, 2015 @ 1:11pm

Really fun music game. Favorite entry so far. Theme is a bit of a stretch maybe. Difficulty jump is pretty intense, though. Overall a solid game, wouldn't mind seeing more.

adnzzzzZ says ...
Apr 21, 2015 @ 1:21pm

This was pretty good overall. But I really like playing rhythm games so some criticism. Without knowing the song prior, it's hard to visually follow what you're supposed to do next sometimes. Most rhythm games tend to have a line that falls down with the notes that represents each measure as well as notes that are close enough together so that you can tell, in relation to each other, when each one should be pressed. In your game both those things aren't present and it makes it a lot harder needlessly. A simple solution to both problems would be to add lines defini that fall in the same way the notes fall, but connecting both sides of the screen, like this:

Omiya Games says ...
Apr 22, 2015 @ 1:04am

Yikes, this game is hard. While some tells really work, such as the shakes and the low beats, the first level has a -- what I consider to be -- unfair segment of twitching left & right rapidly. I think some difficulty adjustments could help.

01010111 says ...
Apr 22, 2015 @ 4:23pm

Really solid entry, but there were a few things I had trouble with.

I feel like in the Rhythm Game Handbook (tm) dictates extra hits being ok, couple that with an unforgiving timer (and maybe a tiny bit of lag due to my soundcard's settings) and by the second stage I was completely unable to proceed.

The graphics were cool (I loved the visualization), but they could have used a lot more work. The demons weren't readable, they just seemed like spiny shapes in the middle of all the action.

Overall though, I love rhythm games, and I will probably try later to get to the last stage because I'm curious what the last emotion is. Great work!

SonnyBone says ...
Apr 23, 2015 @ 4:07am

To go against a previous comment, I'm sick of following lines on my screen to press a button in rhythm games. Those games throw a ton of mess on the screen but none of it matters because in the end you're just starting at lines moving downward. Your game isn't like that, and I really appreciate it. I'm actually following the flow of these strange little demons (I call them head boogers) and getting into the action by bouncing left and right with the music. It's a nice change of pace.

I can't get over how much fun level 2 is. I finally managed to flawless it after a while. I tried to do the same on stage 3 but my best so far is 7 misses. You have to give us an OST.

Yeah, visual art isn't your strongest category here but you kept it simple, and it works. I think my least favorite visual aspect is the logo text. The waveform at the bottom and the color selection for the head/headphones/demos ... all pleasing. I actually like the design of the demons. They don't really look like anything I've ever seen before, and I think that's what a demon should be, really.

I didn't have any issues with controls or difficulty like some of the other people, so I can't comment on that. I guess my biggest criticism would be that 'theme' and 'innovation' are only average while 'fun' and 'audio' is 5/5 for me. In the end, nothing is bad about this game at all. It's one of my favorites so far, and has earned a permanent spot in my games folder.

Good job, man!

Apr 24, 2015 @ 9:34pm

Really simple graphics, really well made game. I included it in part 5 of my Ludum Dare 32 compilation video series, if you would like to take a look :)

Apr 25, 2015 @ 9:38am

Nice rhythm game. Liked the music, thought it was nice to listen to and definitely helped because I suck at rhythm games but was able to enjoy the game for the music. Think the simple design also worked well in the contact of focusing on the gameplay and music.

nassi says ...
Apr 25, 2015 @ 3:22pm

Perfect the first stage pretty easily, but after 10 tries my best scores in stage 2 were 26, 27 and 28. Argh. The last formation with beats missing on the right got me every time. Decided to just listen to the last song from the resource folder, even though it wasn't quite the same :P.

Minimalistic but juicy graphics and satisfying, albeit hard gameplay. I also got a Rhythm Heaven vibe from it. Good job!

Ps. Even though our implementations are really different I feel that our usage of the theme was really similar, so of course I'll have to give you full marks on the theme part.

abuzreq says ...
Apr 26, 2015 @ 6:03pm

although is essence is similar to another game
(1337 BEAT AGENT) I played
(The mechanic of repelling at right time)
I enjoyed yours much more !
your choice of music is good too

jordinuco says ...
Apr 29, 2015 @ 8:50pm

Take I look at my game and check how good is yours! Thanks a lot for this one. Good job!

nassi says ...
May 1, 2015 @ 9:03pm

Had to come back to this because the first song has been playing in my head for days :P. What an earworm. Perfected it on first try but still had 44 misses in the second stage.

vandriver says ...
May 2, 2015 @ 8:59pm

it took me an obscene amount of attempts to beat this game. I used to be pretty good at like guitar hero. I think the lack of lines or really anything clearly representing the beat makes it exceptionally hard. I don't think that's necessarily a bad thing, and I don't think lines will help the game, but maybe different demon types/colors could come to represent the beat?

Or maybe make the threshold to continue a bit more lax. The second song is an extreme difficulty ramp from the first and i'm guessing not many people played to see the third.

Another way of making it more difficult on the other side of things would be to have them come from different locations and at different speeds. would that be too hard? I'm curious. it'd probably look cool to see someone flawlessly play through crazy shit like that.

Game plays awesome, though, and i did enjoy repeatedly going at it. I didn't feel like i missed anything due to computer error - it was always me fucking up the beat. The music was awesome, and the visuals represent everything effectively.

Snicklodocus says ...
May 3, 2015 @ 4:58am

Love the simplistic art and great music. The gameplay is not that innovative, but the way the rhythm is presented is. I liked using demons instead of circles traveling along straight lines. Good job!

Alex Rose says ...
May 5, 2015 @ 4:59pm

I love rhythm games, and this was really fun. Great presentation visually too.

My only gripe is that it is immediately obvious when the demons are coming. Like, if I get a string of blue and red demons simultaneously, I can't immediately tell if they're on the offbeat and have to be played consecutively or whether I'm supposed to play both at once. I feel like there should be some kind of clearer indication of when the notes should be played.

I think the problem originates from the source of the demons oscillating, so they're always coming in at different angles, and while it's a nice looking effect, I feel like you then need something else to make it clear whether they're on the offbeat or not.

Either way, really tight game with some cool tracks. Nice one.

Atmospherium says ...
May 7, 2015 @ 12:46am

I don't know if it's just that I suck or if my computer was delaying audio, but I had a really hard time with the second level. I found myself having to play ahead of the beat in order to get the notes. I ended up turning off the sound and playing by sight/rhythm alone and beat it that way. I think a more forgiving window for triggering would be a welcome addition.

Other than my issues with the second level I liked this game. The audio was great. Each track was unique and had something cool to offer, but the second one sticks out as the best of the three. Nice amount of juice on everything, each time I hit the correct beat it felt really satisfying.

Gameplay was straightforward, but you did some cool stuff with unexpected rhythms that required a bit of practice to pull off. With how challenging some of the rhythms are (particularly in the third level) it felt like a huge accomplishment to get a successful run.

foolmoron says ...
May 10, 2015 @ 7:39pm

Really had a ton of fun with this one!

I love the Japanese freeware kind of presentation that the game has. The waveform visualization and juicy flashes and such when you kill demons is great and is enough to make the game satisfying to play. I do wish the background was more interesting - like some stuff to show what's going on in the person's head (that goes along with the mental issues that the songs represent).

The music itself is AWESOME. It sounds good and it works really well with the mechanic - with the emphasized bass and melody notes. That moment when the bass comes in in level 2 is the BEST. So good. Level 2 is my favorite in general, I think, but it kinda make level 3 a bit disappointing because it seemed like a step down.

I took a lot of tries to beat level 2 though. The way the demons come in, it's really hard to tell whether your rhythm is too fast or too slow, so it's hard to correct yourself if you mess up. I wanted some sort of "perfect"/"great"/"bad" system, or some sort of score tracker. The bigger problem though was that it's just hard to tell the difference in timing between fast notes coming in on both sides. I can't tell at a glance if I play them in sequence or at the same time, so I end up having to memorize a lot of stuff about the note sequences to be able to beat the level. I do like the floaty sine wave that they come in on though, versus a boring straight line.

Also I'm pretty sure there were some framerate problems when I was playing. It felt pretty noticeable when I was playing, but maybe that was just an excuse, because I ended up beating the levels eventually anyways. I did a lot better when I switched from a 1-hand strategy to a 2-hand.

Overall really fun with great music, needs more visual effects, and the note timing needs to be a lot more readable and precise.

TijmenTio says ...
May 10, 2015 @ 10:14pm

I think this one is really really interesting to talk about. I'm not sure where to begin. A few (small) things I wanna say are that I loved the music and what the heck, there is an ending mini-game!? hah".

I want to say a thing about the visuals too, 'cause I think it's very inconsistent. the demons, the head and the background/wavelines all seem to be of different styles.

But what's so interesting is that of all the rhythm games I've player the is the first one where I really felt like I was jamming with the music itself. As opposed to something like guitar hero, where it feels like you're just punching buttons on the right moment in the right order. Some might say that's the same, but it's not. There a huge barriere in there that's not there in this game. And that's what's so great. I don't know how you achieved it and it even might be a misconception of me for using headphones.
Another thing about this that is intersting is obviously the discussion of whether it should have following lines or something like that. I mean, maybe it does, because on my first try of the first song I got 30 mistakes and the second try had me making only 3 mistakes. But when you add the following lines I think it also breaks the immersion of you with the music, which I praised a few lines before. I think that there might be a solution somewhere in between. To guide the player in knowing when a note/demon will have to be pressed without using a cheap solution like following lines. Maybe if the demons that are slightly of rhythm should wobble/bounce in reverse, idk.

Great work!

Jezzamon says ...
May 11, 2015 @ 2:52pm

Ok, the only rhythm game I like is Rhythm Heaven, which I like a lot, but there are lots of things I don't like about them. I'm just going to tell you what I think even though probably not a big fan on the genre.

One thing I don't like about Rhythm games is visual cues that ask for an audio-timed response. Typically when you first start playing a song you make quite a few mistakes as you're first trying to both react to the song, coordinate the rhythm and do everything with good timing. Usually then you play the level/song again, this time knowing more of what to expect, and then you do it a few more times until you've memorised where you need to play the notes, and you've developed audio cues because you know when the notes should be in the song.

I think this is bad. It essentially means you have to retry something over and over again, which I guess can be appealing in some situations, but it can also be frustrating or boring. Rhythm games try to get past this a bit by having a song that you like listening to anyway, but I didn't like the song enough for it to compensate for that, unfortunately.

(In contrast, Rhythm Heaven gives you clear audio cues before each thing you have to do, which I think helps more. You can feasibly pass a level on your first try in that)

The game didn't provide any audio response when you played the next correctly, as far as I could tell, it just played that song as is. I think audio responses are a big part of figuring out the timing too. The visual cues were a little hard to figure out to start with seeing as they were moving about, but it would be pretty boring it they were just things moving in a straight line, so you did well avoiding that (particularly as visual cues can just become reminders for what you've memorised if need be).

I also felt that the timing was too strict, but maybe that's just because I wasn't good enough :P

My other critique is how it dealt with the theme and the innovation category. Like, it's a fairly standard rhythm game. Fighting off demons with music is somewhat unconventional, but it didn't really impact the game play at all. It's just kinda like a wrapper over a plain rhythm game, rather than something that deeply changed or influenced the nature of the game.

I did quite like the way visual effects when you hit a demon/note, that was great.

I feel like this is super harsh, sorry about that! I did like the music, but I wish I liked it more! I guess I have higher expectations as it's a rhythm game.

Managore says ...
May 11, 2015 @ 3:32pm

I'm fairly sure it's due to a delay, though it could certainly be my utter lack of rhythm, but I cannot for the life of me beat the second track. I feel as though I have to press each key a split second before each note plays, which makes it incredibly difficult.

I know some people have mentioned the lack of line indicators as a good thing, and some have mentioned them as a bad thing, but I think I stand somewhere in between. I think that, as the game currently is, it is too difficult to see how 'far away' each demon is, especially given the wavy movement. This could of course be fixed by adding some sort of beat lines, but I don't think that's the be all and end all. Maybe there is a more creative solution possible, such as smaller demons for the off beats, or have them take a slightly different path, or have the off beat demons be a different colour, or some other way in which they can be distinguished.

Other than that, the game is fantastic. I cannot believe you made the tracks so quickly and fitted them into the game so well, it's mind blowing! The visuals, while very simple, do an excellent job of conveying all the necessary information (disregarding the previously mentioned complaint). The game is crazy fun, well done!

You must sign in to comment.

Mini Submission FAQ

TEAMS: Teams entering the Jam should pick a single representative to submit your game, or create a team specific account you can share. We currently do not support Team Voting, but sharing an account and together playing and rating games is acceptable.

CAN I ENTER BOTH EVENTS?: You should pick 1 event, whichever you think it’ll do better in. If the idea is strong, and everything plays well enough, you can go Compo. If you’re a perfectionist, and would prefer people to play a more polished game, do the Jam. Historically, more games are entered in the Compo, but with more people and more time, Jam games have the potential to be better (that doesn’t mean they are). Many solo participants do enter the Jam.

If you made 2 games, unfortunately, the website doesn’t support multiple submissions per user. To submit your 2nd game, you will have to make a 2nd account. Only do this if you made 2 games. Alternatively, if one game is better than the other, then consider just entering the better game.

CAN I KEEP WORKING UNTIL THE DEADLINE?: Yes! Immediately after the 48 or 72 hours, we do something called Submission Hour. As the name suggests, it’s an extra hour for you to package, upload, and submit your games. If there were catastrophic issues trying submitting your game, or you misunderstood how submissions work, that’s okay. It happens. We’re flexible. If you need advice, check with the folks on IRC. If you need an admin, get in touch.

CAN I KEEP WORKING ON MY GAME?: Oh definitely! You should! But for the sake of judging, keep the Compo or Jam version around. You can include a link to the Post-Compo/Post-Jam version of your game on your games page, but sure your main links are the original version.

PORTS: Ports to other platforms can be done after the deadline. That said, the sooner you finish your port, the sooner people can play your game, improving your chances of placing in the final results. For best results, provide a Web version of your game, or a Windows version with no dependencies. Also be sure to rate at least 20 games to improve your visibility (Coolness).

MY GAME CRASHES, IS UNBEATABLE, OR I MADE A TYPO: We allow you to fix crashes, win condition, or tiny bugs after the deadline. In a sense, this is like “porting” to support more players. We leave this open to interpretation, but generally speaking your game should be identical to the game you submitted. No new features, just fixing mistakes you should have caught had you been better rested.

MY GAME DOESN’T SHOW UP: If you can’t find your game, it’s usually because the URL to your downloads are missing ‘http://‘. Fix your URLs ( and you will show up. Alternatively, if you just posted it, wait a minute. The cache may not have refreshed yet.

NOT LOGGED IN?: If you get a message about not being logged in, even though you are, it’s because your web browser cached the non-logged in page. You can fix this by either refreshing your cache or clearing your cache. CTRL+F5 in many browsers. Chrome is a bit more work. Press F12 to enable Developer Mode, then you can right click on the refresh button and select “Empty Cache and Hard Reload”. This option is unavailable if you are not in Developer Mode.

[cache: storing page]