I like the idea, but since the enemies are spawning independent of the available rhythm hits and since they start charging forward at super fast speeds randomly, I felt like this was impossible to play. I love rhythm games and it might have worked if the enemies didnt charge forward, but it still would have been hard to track the timing of all those different arrows in 4 different places at once in addition to tracking all the enemies.
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Hello, thank your for trying the game! We agree that the game in it's curret state is still quite difficult to play and has issues with clarity. We are hoping to fix these things in the future, when levels are more planned out and a bit more structured, this prototype is mainly to show off how mechanics and gameplay are supposed to work. The charging of the enemies happens for missing the beat, it was supposed to make missing a beat feel punished more immediate, in early development they just casually kept strolling towards the player and it felt more like tge player randomly lost HP without the immediate feedback. Seems like both solutions aren't good enough yet if you felt like they started charging randomly.
Thank you very much for your feedback it's very helpful!
Yeah that makes sense (and is a good idea), and I thought that might be the case, but it was hard to tell if that's how it worked. It also means that I am pressing beats on directions that might not need an attack while a bunch of monsters are coming on a direction with little or no beats, so it might just be my brain was super conflicted the whole time.