Shortly into the first Chapter of UNBEATABLE, after leaving the large house, protagonist Beat and her companion Quaver will head onto the streets with the ability to head right along it, passing by multiple people, whom the player can interact with if they want to. Making your way down the street, you will eventually come across a young girl with a jump rope in the middle of the road, her mother standing by the sidewalk in the background. This is who you are going to want to interact with to unlock the long-winded This Is Kind of Just A Game About Accidentally Becoming A Babysitter.
This girl will request that Beat count for her as she jumps rope, keeping the beat as it were. This plays out as a rhythm game that consists of two phases that alternate with each other, with the little girl jumping rope in the center of the screen, then the player needs to register the ‘count’ in the next phase with an indicator on the bottom right of the screen in a little box with a number count present. The goal here is keep the count until you reach 100 to unlock the trophy/achievement.
Completing this starts simply enough, with the girl jumping rope in the ‘jump’ phase, then in the ‘count’ phase, awaiting an outline to appear, closing in on the number where you can hit the action button to register the input and increase the count. Where this is slightly weird, and caused some confusion for me starting, is the timing. While you have a window for input, this window is from the start of the outline till it reaches the number, rather than trying to time your input into the icon as would be a common practice in rhythm games like Hatsune Miku. This means you want to try to hit the action button as soon as it appears.
Usually, though the presentation is random, the girl will introduce a more complex jump into the mix before a 10 count. This move, called a cross, is a double prompt giving you a jump x2 indicator, with one in quick succession to the other. The longer you go on, the more of these prompts will get added in the mix, with later counts, around about 70, this move became the only action she took each jump phrase, more or less. As the jumping progresses, the phases become shorter, as well as the window for prompts, which can compound responding to this.

Thankfully, the mini-game is VERY forgiving of actions. Spamming the action button, especially for the double prompt maneuver, will not punish you and will make it more manageable. This is to say, when the Count portion begins, it will take a second for the outline to appear. If you begin pressing the button here, it will not count as a bad prompt with the game only registering button presses when the outline is on screen and not before or after, towards only the potential window. Theoretically, you could do this throughout the entire mini-game, but the recommendation is not to do that, as it could create a bad timing loop. Wait for the phases to switch, and then, if you are going to start this within that gap, you should hit them just fine.
Once you hit a 100 count, you can keep going if you want to, but stopping here will trigger a dialog with the girl’s mother. She will beg you to become her daughter’s babysitter as she needs a break, which, obviously, you probably feel the same at this point, and you have only known the girl for a short time. Specifically, being asked to be a babysitter is the indicator that you have hit the correct number, hence the name of the trophy. It should be noted that you will not receive the Trophy/Achievement till after you complete the conversation with the mother.
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