Mini Jam 219 · Nocturne

Apoplectic

A music-driven bullet hell where each musician fights through their instrument, and your rehearsal grades decide whether the band escapes an eternal contract.

Role
Programmer · Game / Systems Designer · VFX · Writer
Team
4 people
Engine
GameMaker / GML
Time
72-hour jam
Result
#1 Overall / 71 entries

My Work

Combat & Systems Design

I designed and implemented the four musician encounters, combined finale, health and note systems, grading, progression, Encore mode, and the rules connecting performance to the ending.

Programming & VFX

I built the fight framework, music synchronization, collisions, movement, attack warnings, procedural effects, runtime coloring, save data, menus, transitions, and debugging tools.

Writing & Story

I expanded on Dzydsy's concept art through dialogue, recruitment scenes, Luci's contract storyline, both endings, and the smaller interactions that develop the band's relationships between fights.

The soundtrack became the level design.

Music & Encounter Design

I built every fight around the songs' shared 120 BPM timing. Attacks spawn on the beat, and their behavior continues to follow it after they appear. Circles shrink, projectiles bounce, and patterns change direction in time with the music.

Each rehearsal follows the same larger structure. The opening introduces that musician's three main attack patterns one at a time. The breakdown gives their instrument the spotlight. The finale then ramps up by combining all three patterns the player just learned.

Seyaro composed the main song, menu music, and dialogue music. Levin Lorlei rearranged the song around each musician's instrument. That shared foundation let every fight sound distinct while following a structure the player could recognize.

Giving each instrument its own breakdown

The breakdowns gave me the clearest direction. At the same point in each arrangement, the featured instrument comes forward. I gave the gameplay that same spotlight by saving each musician's largest instrument-specific pattern for this passage.

Choose a musician to watch their breakdown. Turn on sound to hear how the attack follows their instrument.

The guitar solo parts the arena.

During Amari's breakdown, a laser sweeps across the arena on the beat but leaves a narrow pocket for the player to move through. Once they reach it, another wave of lasers fires downward, turning the solo into a sequence of timed escapes.

Amari / Guitar. Music by Seyaro and Levin Lorlei.

Every rehearsal taught a different way to move.

Four Musicians

Dzydsy's concept art established the band's personalities and gave me the inspiration to build from. I expanded those ideas through dialogue and combat: Journee's restless movement, Amari's showmanship, Caroline's deliberate control, and Madie's forceful hits.

I designed each musician's attacks around their instrument and those character cues. The rehearsals introduce movement and visual patterns that return in the final performance, where several familiar attacks can overlap. The player gets to know the band through the fights as well as the conversations.

Journee / Synth Keyboard lanes arrive from alternating sides, shifting the opening and carrying the player back and forth with the synth.
Amari / Guitar A laser sweeps across on the beat, leaves a pocket to escape through, then gives way to lasers firing downward.
Caroline / Bass Expanding rings and sweeping strings steadily compress the safe space, rewarding deliberate movement with the bass line.
Madie / Drums Walls push the player left and right before bullet volleys arrive with openings to thread through.
The final performance combines patterns the player has already rehearsed with each musician.

The music shapes each fight, and the grades decide how the story ends.

A Score With Consequences

The jam limitation was “Your score serves a purpose,” so I built the game around both meanings of the word. The musical score sets the timing and structure of combat, while the player's performance score measures how well each rehearsal went.

A rehearsal grade combines the player's remaining health with the green notes collected during the fight. Green notes are optional risks placed inside the attack patterns: reaching one restores a point of health and improves the grade, so pursuing a higher score can also help the player recover.

Those grades accumulate on the band's record rather than disappearing after each song. At the end, their average determines whether Grace can break Luci's contract. Meeting the requirement frees the band; falling short makes the contract eternal.

I wrote both endings around that result. In the bad ending, Luci strips the band members of their colors as she takes them away. In the good ending, the band breaks the contract and chooses to keep playing together.

The band's record carries the player's performance forward to the contract's outcome.
The rehearsal grade reflects remaining health and green notes collected.

I wrote the band a reason to stay together.

Writing & Dialogue

I wrote all of the game's dialogue, from recruitment and the conversations between rehearsals to Luci's contract scenes and both endings. Dzydsy's concept art inspired the personalities I expanded through those exchanges.

I wanted players to care about keeping the band together before they reached the ending. The conversations between rehearsals gave me room to develop their relationships, so the final performance would matter beyond getting a good grade.

Grace and Luci's conversation introduces the contract.

I brought the character art into motion.

Procedural Presentation

Dzydsy created the concept art, expressive portraits, and battle sprites that defined the game's look. I built the in-game effects around that artwork. The grayscale sprites let me apply color in code without needing separate colored copies.

The characters change color during different parts of the fights, with smaller color shifts continuing throughout. I used those changes alongside trails, flashes, and arena pulses to keep the effects moving with the music.

I connected the portrait expressions to dialogue and added procedural hair to Grace's battle sprite. Her ponytail follows her movement during gameplay; a separate hair sprite handles cinematic scenes.

Day one Placeholder characters and blocks establish the early fight.
Finished encounter The character art, color, trails, and instrument patterns in the finished game.

Other Systems

Readability, recovery, replay progression, and testing.

CombatReadable Attack Warnings
Give the player time to understand where danger will land.
Problem

Cross-slides and large circular patterns could look striking without making their danger clear.

Solution

I added directional text, visible damage zones, quieter setup beats, and more time between warning and impact. Madie and Amari share the same arrow language.

Players can reuse a familiar warning cue across encounters instead of learning a new meaning for each musician.

RecoveryNotes Worth Chasing
Recover health by moving into a dangerous pattern.
Problem

Green notes originally only improved the grade. The game was too difficult, and I wanted it to be more accessible to people trying it during the jam. Players needed a way to recover during a fight.

Solution

I made each note restore one health as well as improve the grade. But that could reward moving the mouse straight through an attack to grab it: the heal would cancel out the hit, leaving a free grade boost. I made the active note disappear when the player takes damage during a regular rehearsal.

Notes became an important source of healing, but players still have to reach them without getting hit. They offer a way back into the fight without rewarding damage taken on purpose.

ToolsFast Late-Game Testing
Reach specific ranks, endings, and unlocks without replaying every song.
Problem

Testing the finale and both endings required replaying songs and reproducing particular grades.

Solution

I built a hidden cheat mode with invincibility, rehearsal-rank overrides, and fast-track progression. If you can figure out how to turn it on without being told, I'd be genuinely impressed.

I could check ending logic, saves, credits, and postgame unlocks directly while leaving normal progression intact.

PostgameUnlockable Art Book
Make the team's concept work part of the reward.
Problem

Concept sheets, alternate posters, and early character designs had no place in the finished game.

Solution

I built an Art Book unlocked by the good ending, alongside replayable credits, with artwork variants and notes about their implementation.

Players who free the band can explore more of the artist's work and see how the characters developed. Want to see it now? There is also a setting that unlocks the Art Book immediately.

Result

Mini Jam 219 ↗

#1

Overall out of 71 entries

#1 Enjoyment#2 Presentation#2 Concept#3 Use of the Limitation

Apoplectic won Mini Jam 219 with 25 ratings. The response was incredibly encouraging. Players praised the music, creative attack patterns, characters, and how the finale brought earlier fights together. Several were surprised by how much we had finished in three days.

Results & player comments ↗

Team

Dzydsy's art and Seyaro and Levin Lorlei's music gave me the inspiration for the encounters and writing. I designed and programmed the game around their work.

Art & Visual Design

dzydsy ↗

Created all of the game's visual assets, including the character designs, portraits, battle sprites, concept art, posters, and ending illustrations.

Lead Composer

Seyaro ↗

Composed the main song, menu music, and dialogue music. The main song became the basis for Levin's instrument-specific remixes.

Co-Composer

Levin Lorlei ↗

Created the instrument-specific remixes of Seyaro's main song, giving the individual encounters their musical identities within a shared composition.

Game Design · Programming · VFX · Writing

Harrison Alonso

I designed and implemented combat, progression, scoring, UI, effects, dialogue, and endings, connecting the team's art and music to the game.

Reflection

I'm incredibly proud of what we made in three days. Production issues meant Seyaro and Levin Lorlei created all the music the night before the deadline, and I was amazed by how well it fit. Each arrangement suited its musician and gave me new ideas for their attacks. They made something that felt like it belonged to these characters despite having so little time. Hearing it come together with Dzydsy's art, then reshaping the fights around the breakdowns, was one of my favorite parts of the jam.

Winning Overall and Enjoyment was exciting, but reading players' reactions made the result feel personal. They connected with the characters, loved the music, and noticed how the finale brought the rehearsals together. I'm happy that the parts each of us cared about came through so clearly, and proud of the game we finished as a team.

The band together in a colorful line illustration by Dzydsy
All art you’ve seen on this page was made by Dzydsy ↗.
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