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O_o ... Wow... I really have nothing to say, lol.
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O_o ... Wow... I really have nothing to say, lol.
LMAO!
L- M-A Freakin O man thats is hilarious!
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Freakin' Epic.
Pretty funkin' good, but also a bit too easy for people who regularly play rhythm games outside of this one.
I really enjoyed this game! The art and music are especially wonderful. I do have a couple of suggestions that could help improve the gameplay experience though.
1. I feel like the purple hit indicators should glow when a note passes over them just to make them more visible to the player. They could definitely blend in to the ground around them, especially if a particular player has a bad monitor or has a color vision deficiency.
2. While I understand the visual need to have a nice and smooth transition between lanes, there should be an option to turn that off. Initially it can make the controls feel sluggish and unresponsive until you learn to compensate for it. I could imagine some players dismissing this game entirely based on that.
3. The secret stage should honestly be more difficult. I was kind of disappointed that it wasn't any harder than the main boss. If a player can full combo a song and beat the main boss then they are probably skilled enough to handle a chart that's harder than the main boss.
4. Speaking of the main boss, there's a section of the chart where there's a lot of notes squished tightly together at the start of the guitar solo. Due to the design of the notes and the lack of visual feedback for when you should hit the notes, it's extremely difficult to do that section without messing up at least once. I've almost full combo'd the main boss song a few times but that section just seems to get me each time.
Anyways, those are just a few suggestions that I could think of for an otherwise great game.
I hope this was helpful and keep up the great work!
As a concept this is very interesting and is also entertaining to boot. It could use a little more polishing on the execution side, though. If you don't mind I have a couple of suggestions that could improve the user experience.
1. The ripple effect in the main menus are neat, but they are also detrimental to the user experience. If you want to keep the effect then just lighten up the background so that the user can see the buttons they need to push in order to adjust settings or start the game. Having menus where you can't even see anything without repeatedly tapping is a huge no-no.
2. Increase the tutorial text size or make it bolder. While it may look fine on a PC the text will be very difficult to read when on a screen that's only several inches across. This also ensures the text will be large enough on phones with smaller screens. Also, I noticed it was easy to skip the text when I was trying to jump over an obstacle. Instead of double tapping the screen to continue, I would just place a button in a corner that you have to hold down for a second. This ensures that the user doesn't miss any information.
3. Speaking of the tutorial, I would suggest making it the only level that isn't completely dark. So that the player can see what the obstacles look like and get a feel for when they need to jump. Of course implementing a section of the tutorial where there is a "blackout" and they have to use the charge for a short time would be cool too.
4. Another suggestion would be to increase the radius of the glow around your character slightly. Or perhaps have a difficulty slider that adjusts the radius of the glow and the scroll speed of the level.
5. One last thing would be to consider implementing a score system based on difficulty (if implemented), the time survived on a level, obstacles hit, things like that. While the game play is entertaining enough on its own it doesn't really feel like there is a "purpose" to it. A scoring system would give players a way to measure their performance and give them that motivation to keep playing.
Overall it is a cool concept. It just seems a little bare and unrefined at the moment. I'm sure once the kinks are ironed out it'll be a great little game!
Thank you for your response!
Yes, this is barely a prototype we made just to see how people would react to it. We are aware of the certain bugs and polishing to be done. We should be done with the redesigned tutorial level by today and hopefully 5 more levels in a couple weeks.
Hope to get your review for that!
Not a bad remix at all! As far as I could tell, everything fit together as it should and the transitions were nice and smooth. My only nitpick about it is the fact that the first build up is a little too "cliche" I guess you could say. You can basically hear the same basic build-up in a lot of dubstep songs. But other than that, great job!
i understand what your saying, it's just hard to not be cliche when the song your using is generic club music. i didn't even have the acapella for this song, so i kinda had to fit everything to mask the rest of the original song.
Holy Shit! When I first listened to this my jaw literally dropped! You've written some amazing bass lines my friend! Keep up the great work!
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Fort Pierce, FL
Joined on 1/26/09