12/12/2023 0 Comments Unbeatable game"Miss/Barely/Okay/Good/Great/Perfect+offset" is a lot of different states. * The note feedback is possibly a bit too granular. It felt funky to switch between trying to hit something and trying to dodge something. * The dodge "notes" felt a little janky/imprecise, because all they give you is a "nice" compared to the feedback for actual "notes". The interruptions were breaking the immersion/flow for me, so I skipped the tutorial and learned by jumping straight into a Normal song. * The tutorial has these constant interruptions every time you make a mistake. Especially if you're simply trying to switch difficulties. * Having to sit through the same cutscene every time you start up a new song was a little annoying. I would much rather be able to choose between a couple fixed/limited options rather than having EVERYTHING (WASD, IJKL) available at once. While great for flexibility, it made it hard to settle on a play style. * My gut reaction was that were too many button possibilities. Having auto-detect could help to simplify the UI. * Also, including controller button hints (triggers, "(x)") was a little distracting if you're not using a controller. ![]() ![]() I had to actively concentrate to navigate the menus, when it could have been intuitive/natural for players if the game tapped into the keymaps people already know. Same with splitting up WASD for song choices (WS/AD for song/difficulty just didn't gel). I would have preferred if the game stuck to menu keymaps that people already had muscle memory for (arrow keys, start/space/enter, etc.) for example, 'F' feels really awkward for menu confirmations. * The menu navigation keys felt really awkward and unintuitive. (and this is coming from a rhythm game aficionado!) I was immediately wowed by how stylish and gorgeous the art is! But, I had a really tough time playing this.
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