Spell Beats is a rhythm game
where you learn to power up by playing with their rhythm. You can increase the power of your punches, heal more quickly, and throw harder while maintaining a rhythm. Mastery is the result of improving your ability to play boost rhythms in sync while strategically responding to enemy attacks, positioning, and elemental states.
Each boost has a predictable key sequence, and each key is associated with a time interval and audio indicator. If played at the right time, the audio indicator associated with each key is emitted, revealing a unique boost rhythm.
You can power up a variety of boosts such as punches, throwing hammers, healing, and elemental boosts. Punches and throwing hammers have their own versions of the fire, water, and ice elements. You can decide to throw an ice hammer or a fire hammer, perhaps you want to change your elemental defense type to water or fire, or perhaps you want a fire punch or an ice punch for a specific target.
Enemies can power up a variety of ranged, collision, and special boosts as well. They can heal themselves, change their elemental status, throw elemental hammers, and perform various punches and ground attacks. You can avoid these attacks by dashing, or you can deflect certain punches. Dashing and deflecting drain your energy, and you must be careful to manage it properly. If you lose all your energy, you will enter an exhausted state that restricts your ability to do anything for four seconds.
Elements add a tactical component to the game. Some enemies can change their elemental status to nothing, water, ice, or fire. Fire is strong against ice but weak against water; ice is strong against water but weak against fire; and water is strong against fire but weak against ice. There is an implicit rule that enemies will always make elemental buffs proportional to their elemental defense. This lets you know which elemental attack is best to use and which elemental defense is best to switch to. Minimum
System Requirements :
where you learn to power up by playing with their rhythm. You can increase the power of your punches, heal more quickly, and throw harder while maintaining a rhythm. Mastery is the result of improving your ability to play boost rhythms in sync while strategically responding to enemy attacks, positioning, and elemental states.
Each boost has a predictable key sequence, and each key is associated with a time interval and audio indicator. If played at the right time, the audio indicator associated with each key is emitted, revealing a unique boost rhythm.
You can power up a variety of boosts such as punches, throwing hammers, healing, and elemental boosts. Punches and throwing hammers have their own versions of the fire, water, and ice elements. You can decide to throw an ice hammer or a fire hammer, perhaps you want to change your elemental defense type to water or fire, or perhaps you want a fire punch or an ice punch for a specific target.
Enemies can power up a variety of ranged, collision, and special boosts as well. They can heal themselves, change their elemental status, throw elemental hammers, and perform various punches and ground attacks. You can avoid these attacks by dashing, or you can deflect certain punches. Dashing and deflecting drain your energy, and you must be careful to manage it properly. If you lose all your energy, you will enter an exhausted state that restricts your ability to do anything for four seconds.
Elements add a tactical component to the game. Some enemies can change their elemental status to nothing, water, ice, or fire. Fire is strong against ice but weak against water; ice is strong against water but weak against fire; and water is strong against fire but weak against ice. There is an implicit rule that enemies will always make elemental buffs proportional to their elemental defense. This lets you know which elemental attack is best to use and which elemental defense is best to switch to. Minimum
System Requirements :