It adds an active improvement factor to progression. Rhythm heaven has a good progression system where you have to perform well to unlock the next level. With a very time consuming leveling system it’s unbearable without buying out their dlcs to add more choices. Games like Arcaea is less than ideal because you’ll undoubtedly end up having to play some songs multiple times to unlock a new one. Song selection and the progression system is quite important to me. I even made my own bindings for more complex games like soundvoltex. I have a steamdeck which I love playing rhythm games with. I’d love having it be playable for both keyboard and controller. Okay, that's a huge brain dump, take what you want and leave what you don't! Rock Band guitar is a lot more accessible than Gitadora, for this reason. Of course, with a Rock Band guitar, you now have input complexity, which means simplifying the charts and having more forgiving timing. For me, achieving a full combo is enough (that means the top two tiers of "input correctness" generally count towards maintaining the combo if you do Japanese-style timing, versus the simple "right or wrong" of a Guitar Hero or Rock Band).The lower difficulties should be designed to teach your players the patterns they need to learn over time, so they can stop looking at the charts like individual notes and start to recognize patterns in "chunks", which allows for the brain to respond to higher and higher note densities over time. There's a reason most games have varied difficulties. In a Japanese rhythm game, I might even try for an "ALL PERFECT" full combo. I completed a song on Hard, now I can try to Full Combo it on Hard. Replayability is mostly challenge based. Another reason to stick to simple button input. The arrow will "stick" to the highway to some degree if you are in the ballpark of the expected position. Games like Sound Voltex have a lot of secret sauce to make them "feel" fair when you are executing analog actions, like turning a knob.DJMAX and other 4/6/8+ key games are very simple in presentation for a reason, and all the inputs are buttons. You can't have a god-tier difficult "fast" game with charts that are hard to read.
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