Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Back in middle and high school, I was in band, so I know the basics of reading music. That being said, I had no early idea how I was supposed to sync up with the drums (never played with a non-symphonic band to be fair) until I listened to your audio and started head banging. After almost 30 minutes, I pulled off the lick (twice, apparently, but I only remember doing it once). It was so satisfying, almost like it was the Dark Souls of rhythm games.

I think having eighth notes being the first thing you have to pull off (at the game's tempo) is too fast. To make things more difficult, it is hard to use the keyboard to play. I have to both scrunch up my hand and twist it to cover the keys. Maybe a numpad would be better, but not everyone has one.

The only real cue you had for when to play (aside from the subtle camera shakes and the drum), was the music at the top (only at the beginning). I can't see someone who is unfamiliar with sheet music being able to read it without it lighting up in time with the drum (like in other rhythm games). Just having that up there as a visual refer for when to play (pros could still disable it if you wanted) could help a lot. Options for changing the bpm might help as well (sort of like custom difficulty).

I'm going to disagree with Crime Dog a little here and say that I think the movement controls could work as long as players were able to fall into a rhythm with the lick. If they were able to do that, they could focus on movement more and playing less (sort of what you said). I think it would also help to make the circle around the player bigger. That way if people still had a hard time, they would have to move less. I'd be interested in what others think though.

Your idea on paper gets me excited, and I did really enjoy pulling off the lick, so I think you had the right idea. The issue (for me at least) was the barrier to entry being too high.

Thanks for the feedback! I should add more cues to help the player get started quicker as you said, I dropped the ball there for sure. Something else that I found is that tempo is kind of hard to get right. I started by making the game go at a regular 120 bpm, however I found that by keeping it low, it's easier to teach the game, but at the same time you make the player have to spend more time for the same reward and the player must play safer and slower, making it more boring/tedious and having to plan from even further ahead, so I went with a 140 bpm which (I think) I once heard was about the upper limit on the speed that people normally talk at, but I do agree that it may be too fast to start off there, maybe have it ramp up alongside the challenge would have made for better balancing. 

Also I have a small question about the hand position thing. How is your keyboard layed out, how big is it, about how tall are the keys and could you provide with maybe a drawing on your position? This part has me a bit intrigued because I never considered the ergonomics being too harsh here, I really just felt it like a small piano, but it probably is different on different keyboards and different hands. I absolutely should have designed around such cases because everyone is different and their keyboards are too.

The drum beat thing being displayed visually and such is a good suggestion. I got to be honest here, the only rhythm games I've watched (not even played) are Guitar Hero and Piano Tiles, in reality I just wanted to try something new, but in retrospect that was probably the biggest overlook ever haha. Thanks for making me remember the importance of looking what others have done before every once in a while to fix some issues I might not have seen.

Again, thanks for the very insightful suggestions. They will come in really handy if I ever want to make something like this game again or decide to make it a bigger thing. (I mean, some of them, specially when thinking about the moral of their story, will come in very handy for game design in general anyways, so thank you!)

I have the Mac's Magic Keyboard with Numpad:

The keys are very shallow and each if about the size of my thumb. I play the game by placing my left hand so each of my fingers is over 1-5. The issues is that my thumb is much shorter than my other fingers. This means to hover over the 5 key I have to twist my wrist to my thumb is over the key (making it harder to hit the other keys) or really push my thumb forward (my thumb then ends up parallel to the key, making it hard to press down without hitting a bunch of other keys). This issue with my thumb exacerbates the difficulty of crossing your fingers (or whatever the actual name is when playing piano) when switching from 1-5 to higher notes and back.

It's crazy that this is a design consideration when making a PC rythm game; what keyboard is my player using?