#rhythm game

1 messages · Page 1 of 1 (latest)

abstract birch
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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

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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

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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).

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meanwhile, in something like groove coaster, the visuals are built around how close the player pressed an input to a target time window

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TLDR:
I don't think the movement is as important as communicating to the player how close they got to the "perfect" timing

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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