A rhythm-action game where players battle musical bosses by reproducing drum patterns with precise timing.
Platform: Android
Source code: Private
Google Play link will be added.
DrumRogue turns rhythm practice into a compact action game: players learn patterns, face musical bosses, and build each run with roguelike power-ups. Its content workflow is driven by structured rhythm data and supporting audio/asset tools, so new encounters can be authored consistently across the game experience.
This public repository is a documentation-only showcase. The production source code, gameplay logic, audio assets, signing material, store configuration, and credentials remain private.
The Android implementation combines a Jetpack Compose UI with a native Oboe audio engine. Shared JSON content is treated as the source of truth for gameplay and store-ready content.
flowchart LR
DATA[Shared JSON content] --> BATTLE[Battle engine]
UI[Jetpack Compose UI] --> STATE[Game state and navigation]
STATE --> BATTLE
BATTLE --> AUDIO[Native C++ audio layer]
AUDIO --> OBOE[Oboe realtime callbacks]
OBOE --> OUT[Android audio output]
STATE --> REWARDS[Rewards and upgrades]
REWARDS --> MONET[Play Billing and rewarded ads]
- 10 distinct rhythm bosses
- 20 handcrafted escalating levels
- 28 roguelike power-ups
- 6 studio drum kits with distinct sound and visual identity
- Audio-latency calibration for device and Bluetooth setups
- Daily beat trials with rotating challenges
- Rewarded ads, revives, reward multipliers, upgrade rerolls, gems, and remove-ads purchase flow
- English and Turkish localization
| Area | Technologies found in the private project |
|---|---|
| Android UI | Jetpack Compose |
| Audio | Native C++, Oboe, low-latency audio callbacks |
| Data | Shared JSON content models |
| Build | Android Studio, Gradle, CMake/NDK |
| Monetization | Google Play Billing, rewarded ads |
| Services | Ad and ranking-related integrations |
| Content tooling | Python audio generation, SVG asset generation, synchronization, and validation |
| Platforms | Android and a parallel iOS implementation in the private project |
Content moves from structured schemas through validation and asset generation before it reaches the Android build:
- Content schemas define bosses, levels, kits, and upgrades.
- Validation checks gameplay data and references.
- Python tools generate audio and synchronize content.
- Vector-art tooling produces supporting visual assets.
- The Android application consumes the validated package.
The private project defines a dark neon rhythm-arcade direction with obsidian backgrounds, cyan, pink, purple, gold, and emerald accents, plus tactile feedback and animated hit feedback.
This repository contains documentation, screenshots, and presentation material only. The application source code, native audio implementation, gameplay logic, monetization configuration, signing material, and private assets remain in the private project.
Developed by Serkan Şeker.




