Inspiration

  • We love rhythm games but wanted a story-driven journey instead of disconnected songs.
  • Social media already feels like a game—likes, followers, “going viral”—so we turned that into an actual mechanic.
  • Each song is a memory in our hero’s life: college gate, dorm jam, homecoming, late-night drives, etc.
  • One environment per track keeps the whole journey visually and emotionally connected.

What it does

  • First-person VR rhythm gameplay with 3–4 neon lanes and LRUD arrows (Left, Right, Up, Down) flying into a central hit zone.
  • You hit these arrows with a glowing Repeller wand; only correct hits give Like Points.
  • Like Points feed into a meta layer:
    • More Like Points → more Viewers.
    • More Viewers → stronger multipliers for future Like Points.
    • Misses or no input make Viewers drop, so even a big audience isn’t guaranteed.
  • Every song has its own environment (one per music track), so changing tracks feels like visiting a new “chapter” in the same life story.
  • Designed for short, high-impact sessions that still feel like long-term progression.

How we built it

  • Built in Unity (URP) with custom neon lane shaders and high-contrast arrows for VR readability.
  • Rhythm logic in C# synced to the audio timeline with combos, multipliers, and Like Point calculations.
  • Used Unity editor tools to automate beat placement, pattern testing, and song–environment setup, speeding up iteration.
  • Story, music, and environments are mapped together so each track feels like a concrete place and moment in the hero’s life.
  • UI flows and meta screens are tuned directly inside VR to keep everything readable and comfortable.

Challenges we ran into

  • Explaining LRUD patterns clearly in VR without cluttering the screen.
  • Making the Like→Viewer loop feel powerful but understandable at a glance.
  • Balancing risk and reward so misses feel punishing but not rage-quit level.
  • Keeping environments rich while ensuring arrows and hit zones stay easy to read.
  • Making UI animations feel cohesive across menus, results, and meta screens.

Accomplishments that we're proud of

  • A complete loop where good play grows your audience, and that audience boosts future Like gains.
  • A connected journey from first day of college to the end of the college arc, with one environment per song.
  • A clean neon-lane visual style that works across very different locations.
  • Editor automation that lets us iterate quickly on patterns, difficulty, and environments.
  • Hit feedback, SFX, and HUD behavior that already feel satisfying and reactive.

What we learned

  • Players don’t just want a high number; they want to feel how Likes and Viewers affect each other.
  • Tying Like Points strictly to correct input keeps the meta honest—you can’t “idle” your way to fame.
  • A HUD score that can rise fast but also drop on wrong or missing inputs is more exciting than a slow bar that only creeps up or down.
    • That risk of losing progress actually motivates players to focus and push forward.
  • Environmental storytelling (different places visited, one per track) helps players remember songs and care about the journey.
  • Lightweight editor tools can change development speed more than adding one more feature.

What's next for Rhythm Fame

  • Extend the story beyond college: our hero’s first company job, office life, commutes, and balancing 9–5 with creator dreams.
  • New songs and environments for this post-college arc (office floors, café breaks, night-time home setup, etc.).
  • Expand a central Hub where players can discover and unlock more wand types, each with its own feel or visual style.
  • Connect the Hub to brand associations and PR systems, where certain wands, skins, or boosts are tied to in-game brands and reputation.
  • Introduce and balance in-game currency that works with the brand/PR systems without breaking the core Like–Viewer loop.
  • Further tuning of the Like–Viewer loop so growth, drops, and comebacks feel dramatic but fair.
  • More polish on UI animations, SFX, and transitions so the whole meta layer feels alive, not like static menus.
  • Difficulty tiers, achievements, and playtests focused on how players react to risk, drops, and comeback moments.

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