All right, I got a chance to try this for real this time.
Admittedly, I'm not into roguelikes, so I'm not the best person to judge. But I can say that the concept is really cool, and I like the whole lore/setting.
It probably takes some practice to get good at it, because there's a bit of a clash between playing safe/conservatively (because permadeath) and playing loose/having fun (because the rhythm game mechanics encourage you to play by feel). I don't think that's a bad thing, though, and furthermore it seems normal for the genre. If I were playing more seriously or for a longer session, I would probably take a step back and play more safe to start with - and then try and match the rhythm later on.
Btw, I wonder if it's worth adding some kind of EQ to boost the volume of the bass and snare. This is one of the few rhythm games where the audio cues seem more useful than the visual cues. That's really cool, and I think it's worth leaning into.
Ah golly, thanks so much for going through the trouble of making a video! That really means a lot. It's definitely an alpha demo. I haven't had the chance to get beta testers in to balance the project for players who aren't as well versed in roguelikes, or for more casual players. I'm working on establishing more "safety" in the game, so you don't feel like you're constantly running away from danger during enemy battles.
EQing to boost the bass and the snare is a great idea that I'll look into implementing. As for visual cues, I'm still kind of experimenting with them. Want to get something going that's a bit more useful.
This seems neat, but I couldn't get controller input to work, and it was hard to keep the rhythm on keyboard.
Also, it would be a good QOL improvement to open with a simple settings menu (or just a press start menu) before the cutscene so that we can set up fullscreen/recording without accidentally skipping the scene.
Ohh, never mind. I figured it out. I was using a current gen Xbox controller, but I also left my arcade stick plugged in, so player 1 defaulted to the arcade stick. There might be some way to code it so that priority shifts to whichever controller is receiving input (dunno what engine this is), but not a big deal either way.
The graphics and the presentation are really good along with the music. The gameplay is fun too. I think the blue and red bars need to stick out more. The blue bar can easily blend in with the floor and the red is too light as well. That's my only complain and criticism. Seems like controller is more fun to play with. It's fun.
Comments
All right, I got a chance to try this for real this time.
Admittedly, I'm not into roguelikes, so I'm not the best person to judge. But I can say that the concept is really cool, and I like the whole lore/setting.
It probably takes some practice to get good at it, because there's a bit of a clash between playing safe/conservatively (because permadeath) and playing loose/having fun (because the rhythm game mechanics encourage you to play by feel). I don't think that's a bad thing, though, and furthermore it seems normal for the genre. If I were playing more seriously or for a longer session, I would probably take a step back and play more safe to start with - and then try and match the rhythm later on.
Btw, I wonder if it's worth adding some kind of EQ to boost the volume of the bass and snare. This is one of the few rhythm games where the audio cues seem more useful than the visual cues. That's really cool, and I think it's worth leaning into.
Ah golly, thanks so much for going through the trouble of making a video! That really means a lot. It's definitely an alpha demo. I haven't had the chance to get beta testers in to balance the project for players who aren't as well versed in roguelikes, or for more casual players. I'm working on establishing more "safety" in the game, so you don't feel like you're constantly running away from danger during enemy battles.
EQing to boost the bass and the snare is a great idea that I'll look into implementing. As for visual cues, I'm still kind of experimenting with them. Want to get something going that's a bit more useful.
Thanks again for playing and leaving feedback!
This seems neat, but I couldn't get controller input to work, and it was hard to keep the rhythm on keyboard.
Also, it would be a good QOL improvement to open with a simple settings menu (or just a press start menu) before the cutscene so that we can set up fullscreen/recording without accidentally skipping the scene.
Oh no! What kind of controller were you using?
That's a good point, on making a "press start" menu. I might do that for the intro or something. Thanks!
Ohh, never mind. I figured it out. I was using a current gen Xbox controller, but I also left my arcade stick plugged in, so player 1 defaulted to the arcade stick. There might be some way to code it so that priority shifts to whichever controller is receiving input (dunno what engine this is), but not a big deal either way.
The graphics and the presentation are really good along with the music. The gameplay is fun too. I think the blue and red bars need to stick out more. The blue bar can easily blend in with the floor and the red is too light as well. That's my only complain and criticism. Seems like controller is more fun to play with. It's fun.