Reggaeton de Capibara – LAGS25 dev story

In Reggaeton de Capibara, you are a capibara who hits the party with his girlfriend, but falls in love with a dancing capibara and tries to dance the way into her heart without his girlfriend noticing. Featuring 8-bit Reggaeton, Merengue and Cumbia, with awesome pixel art representing fauna and parties from Latin America!

You can play online here, and check out a bit of the gameplay we ended up delivering here.

Reggaeton de Capibara was as submission to the Latin American Games Showcase jam 2025. This is its story.

The days before

February 8, following up on our participation on the Global Game Jam, Mauricio Betancourt pinged me back on the idea to participate on the newly announced LAGS jam; I told him I wasn’t sure because that would be just after the 7DRL Challenge and I’d probably be exhausted and super busy with work, but still it was possible. I told him if I participated I would like to have a role as game designer on the team, however that role was already set for friend Carlos Rocha, designer of Cris Tales and many other games.

Still, I told him I could join as a dev – contributing with any time I could spare.

Mauro managed to assemble a team before the jam, with Carlos and two great artists.

Day 1 – Friday, March 28th – Ubidots Party

Fast forward to March 28 – The theme was announced while I was at a client’s end-of-fiscal-year party: “Ojos que no ven, corazón que no siente”, a Latin-American saying I’d roughly translate as “ignorance is bliss”, applied often (but not always) to love relationships; the other half of the judging criteria was for the game to reflect your Latin American identity.

Initially, I thought it was an ok theme, and was set to continue with the original plans.

But… some time around midnight and while listening to old school reggaeton from the 00s at a traditional party spot, I thought there’s nothing more Latin-American than reggaeton and couldn’t get that out of my head… Reggaeton, and the mischief of people, especially younger people, that deceives others in love as long as they don’t find out.

Day 2 Saturday, March 29th – Considering the idea

Next morning, with a light headache, I pitched the idea to the team

“Reggaeton del Capibara”, un juego arcade en el que eres un joven capibara que tiene que conquistar a dos capibaras al tiempo bailando reggaeton en una discoteca, pero no puedes dejar que ninguna se de cuenta que estás conquistando a la otra.

…however, they ignored it. We instead discussed some other ideas that were less obvious to the theme, some weirder ideas with great potential. At this point of time, the plan was to refine one of the ideas, while Mauricio built a strong framework over which we could build an awesome entry. I would be on stand by for coding work.

Back on January, when I did GGJ, working in two entries in parallel didn’t end up well… I questioned myself if I would go ahead and repeat the same mistake. I didn’t want to, but at the same time I didn’t feel like challenging the idea that was evolving in the team; I had no strong arguments about my idea being better than the ones being discussed… but still, there was something inside me that wanted to make it.

Besides, one thing that was clear to me was that Music would be an important part of this idea, so if I were to make it we’d need some music artists into the team, and we were already at the 5 persons limit.

So, I contacted my musical jam friends (QuietGecko and Dinti Music) to see if they would be interested… they both were on board (probably because they love capibari). I also contacted long time jammer AguaHervida (Emerald Woods, Monte del Diablo), since I thought this could work well with pixel art, and he was in too. So, I basically put back together a bunch of the team that had already worked in Rogue Monster Theolodorus mere weeks ago.

Gecko mentioned it would be great to create 8bit chiptune renditions of traditional Latin party music like merengue and reggaeton. I thought that could work and fit well with the pixel art idea.

Day 3, Sunday, March 30th – Let’s get it started

As usual, as a first step to get things going strong and keep everybody in the same page, I set to make a design doc with the core idea, the artistic statement, and a raw list of responsibilities/asks per role.

I also contacted fellow illustrator Armyboy (we worked together in Magical Mirai Procon24), to see if he would be interested in doing some manga-style capibaras, for the events that happen inside the game. He seemed busy but I was hopeful he could get in. That would complete the team, since it’s max 5 people.

The main idea for the game was for there to be two mechanics at work: a rhythm game mechanic where you had to tap a button accurately in sync with the music, and a “reaction” game, similar to Samurai Kirby, where you had to very quickly tap another button when girlfriend capibara stared at you.

I went into coding the rhythm part which I thought was going to be the hardest challenge right away. This was a first for me… the closest thing I had made was 404 Rhythm Not Found, (an entry for js13k 2020 made by an all star team with great graphics, audio, tech, and poor gameplay), and for that one I didn’t really code anything on the rhythm mechanics. So I just started experimenting randomly; I knew I needed some kind of script with the timestamps for the taps, and sync that with a music track.

At first, I experimented with Beats Per Minute calculation, and manually trying to create the beats script. That was an impossible approach…. after many iterations, I ended up with something much simpler: a recording tool that just stores the timestamps every time I click while listening to the sound, so the script in-game is basically a macro of my reference playthroughs

Day 4 – Monday, March 31st

Now that it was much more clear to me how the rhythm game was going to work, I set to add some structure around it. I added game states for title, in game, game over, and a little bit of UI.

This day I also switched away from the idea of dancing with two capi-ladies, instead your girlfriend would be drinking some refreshment while you tried to conquer the sexy capibara.

I also went ahead to implement a first version of the “reaction” minigame, with the goal to complete the initial vision of the game and starting testing ASAP how well it felt (especially directly in mobile). To this same end I added some test sprites, “cinematics” (i.e. the sprites reacting to in-game events), a simple score based on tap accuracy for beats, and the possibility to take damage for missed beats.

While I was doing this, Inti created a first version of 8bit reggaeton track, and Agua sent some concepts for pixel art.

Day 5 – Tuesday April the 1st

Since I never got a response from Armiboy for the illustrations (it was a super busy week for him), I thought we could instead have a UX person to help with ideas to make the game better. I contacted Sara Rios, fellow Global Game Jammer from 2024 with whom I’ve keep contact thru the years, she was happy to join!

I decided to switch the build target to Web mobile since it was going to be important to get the game in the eyes of as many people as possible so they could send a rating. As I did that, I discovered timing sync issues and had to change how music synced to the script to use the audio object “playhead” directly, instead of keeping track of playtime in parallel. That was probably a good idea on the long term.

As Agua continued pixeling more sprites, I added more details to the pixel art assets list as I saw new needs coming while implementing; I populated the scene a little bit with the first batch of assets I received, to start getting a feeling of the visual scale of the game.

I changed how the “stare” mechanic triggered, to tie it more with the rhythm instead of it popping up randomly, and also made the beat indicators pause while in staring mode.

Dinti sent an improved version of the reggaeton track, as well as the awesome merengue track which I particularly loved.

Day 6 – Wednesday, April 2nd

Sara sent some ideas for improvements on the UX, starting by deciding if we wanted the UI visuals to match the pixel art style of the scene, or go for illustrations instead. The team voted overwhelmingly for pixel art.

She also had the idea to have the beat indicator be a disco-ball, and of adding a discotheque lights effect into the scene (sadly we had to pull it out at the last minute, for the jam entry, since we didn’t have the license to use the one she brought in as an example, and no time to replicate it ourselves). She also did some exploration on the UI elements and colors.

Me myself, I couldn’t put any code in this day… it was just too busy at work.

Day 7 – Thursday, April 3rd

Another day where I couldn’t put any work into the game, but Agua managed to do a big push and send a package with animations and stuff!

End of day, I found out the team Mauro had assembled had disbanded due to lack of progress. I was up to help during the weekend but it wasn’t to be.

Day 8 – Friday, April 4th

Only this day I was able to provide a playable build to the team for them to evaluate the experience. I tweaked the gameplay to prevent music from stopping since it was just too disrupting of the rhythm game flow, so you still had to react quickly to the stare, but music went on.

I felt we had a game already (albeit with lots to improve), which was good since if all went wrong this could perfectly be our jam entry. More importantly, it didn’t feel like we’d have to do any drastic design changes… this was probably going to be mostly it.

Gecko sent some sound effects, and Agua sent another bunch of pixel art which I promptly integrated; we were only missing the animated capi-ladies.

I decided that, instead of just being there drinking something, the capi-girlfriend would be talking, gossiping with a friend, which is also a very Latam thing, I think.

The game worked, but the “reaction” minigame wasn’t really adding anything to the gameplay, and that was bugging me. I went to bed hoping I could find an answer to make it better in the land of dreams.

Day 9 – Saturday, April 5th

Saturday at last… I could finally devote some quality time to this… or could I? Life had other plans.

I continued improving the UI, but more importantly I finally settled on the gameplay: The player would never stop dancing, but if the girlfriend was staring, he would have to dance alone (a separate button), if they failed to do this, it was instant game over.

Since there was no icon for dancing together and I didn’t want to bother Agua, I hacked a perreo scene together for that button. That was my main pixel art contribution to the project.

I also invested a lot of time making the transition to stare mode being “fair”, avoiding situations where it randomly happened and you didn’t have time to react.

Day 10 – Sunday

Early in the morning, Agua sent a final pack of art including some props for the scene, and UI assets to give the player additional feedback. Then, around 5pm I got the third track from Dinti, it was a cumbia.

Due to life, I ended up only being able to work in the game at about 5:40 PM, with the deadline looming at 7:00 PM and still some things to do; I managed to integrate Dinti’s track, add a little bit of onboarding, move the camera around a bit, and add the disco ball with some feedback when pressed. (Come to think about it now, I could have added a pulsing animation as feedback).

The Aftermath

Sometimes I think, if you managed to submit a game to a jam comfortably, maybe you shot for too low.

Here are some of the things I wish we could have done in time for the jam:

  • Fixing a random critical issue where beat globes don’t appear. We didn’t really invest any time or roles in QA.
  • Integrate the remaining art from Agua (especially the level props)
  • Add some movement to the capibara so it’s more visible when he moves between dancing alone and with the sexy capibara.
  • Tweak the reaction mechanic so that the player still has to react quick and move away to dance alone, when being stared.
  • Improve the tap maps for the first song, remove a crazy segment in the end.
  • Improve how the NPCs are randomized to avoid repeating and using the main characters
  • Implement the disco lights effect
  • Add the score messages (Perfect! Excellent! Nice. Boo. Miss!)

So there you have it! this is now my 4th jam entry of the year, and we are barely on April… I’m feeling a bit exhausted already and thinking of not doing any more jams this year… we’ll see how that commitment goes.

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