#rhythm game
1 messages · Page 1 of 1 (latest)
I'm pretty biased when it comes to rhythm games, and I find it most important to get the timing mechanics of a rhythm game working before anything else
I think the defining difference between something like geometry dash and iidx is how you judge wether or not the player hit a note/cleared an obstacle
If you were making something more like geometry dash, which I think is a platformer first, what the player sees in game is what they get -- if a player character hits an obstacle, that counts as "missing" (instant death in gd).
meanwhile, in something like groove coaster, the visuals are built around how close the player pressed an input to a target time window
TLDR:
I don't think the movement is as important as communicating to the player how close they got to the "perfect" timing
Instead, I'd do something like give the character a short bright visual effect, and make the screen pulse to the beat or something if they hit a note well