Rhythm Run

About:

Rhythm Run is a unique blend of action-adventure and rhythm-based gameplay, where players must navigate through challenging dungeons while syncing their movements to the beat of the soundtrack.

Role:

Solo Designer and Developer

Project Brief:

Design a game centered around extensive player customization

My Solution:

To meet the brief, I designed Rhythm Run around the Creativity, Mastery, and Social pillars of the Quantic Foundry player motivation model.

As a personal challenge, I also sought to integrate rhythm mechanics into a Metroidvania-style experience — developing and programming combat that syncs precisely with each track’s BPM.

UX Goal

Rhythm Run combines action combat, platforming, and rhythm timing, so the UI needed to do two things at once:

UX Research

I researched rhythm-hybrid games (e.g., Patapon) and found that successful rhythm UI is highly readable but low-clutter. Instead of adding large beat prompts or overlays that fight with combat readability, I designed an unobtrusive rhythm bar that sits consistently in the player’s peripheral vision.

Information Hierarchy

Combat creates high decision density, so I treated the HUD as an information hierarchy problem:

Iconography and Visual Language

To support quick decision-making mid-combat, I designed skill icons with distinctive silhouettes and consistent visual rules (shape language, stroke weight, and color coding by function). This helps players recognize abilities quickly, even during movement and rhythm timing.