Open Metrocysh opened 2 months ago
I think taps should have an option to disable the inner circle that expands as that makes it visually confusing in more intense parts
I also think sides should be revamped to indicate which way they should be hit because having both sides be hittable can really throw off your flow if you miss them and struggle to understand which way you should go
· · · Is your suggestion related to a problem? Please describe. The game in its current state plays pretty good! But it leaves me wishing for better feeling when playing. I've read it's the case for other people too! And the game would really benefit from at least some of these (in my opinion)!
· · · Describe the solution you'd like Many note types feel like they need some heavier auditory and visual differences (compared to the basic square notes), so I'll go through one by one explaining why and what could be a better option ^^
Hold notes: These are pretty solid on their own, by being a higher-pitch version! But the hold part itself is very lacking on anything. I would add a soft noise-like sound while they're held, and also make the paddle stay pushed back until the hold stops! Right now it's just a hit when it starts and another one when it ends.
Taps: Taps are so interesting but I fail to notice them in some charts. On top of that, pressing them doesn't feel so great. I think they do have a unique snare-like sound? But it's so soft I can't hear it properly (Compared to the others). I would make them louder and maybe be a bit more longer? Like a mini cymbal crash :)! Visually it would be great if they scaled the player up for a moment so you feel the tap, since there's little to no feedback of when you press them right! Also, they sometimes are hard to read, sometimes blending with mine patterns. Since the game uses a 2-bit palette and varies between levels it's hard to just say "Make them different to mines" without them blending with the background itself. So maybe... Make them thicker? I messed around with Aseprite to find something comfortable and I've added the result in additional context :3. It could also be an accessibility option!
Sides: The dreaded note. They're unique! But they don't feel really great to hit. A unique SFX for them would be very appreciated! You're supposed to move through them most of the time but players will often feel the need of flicking really quickly through them, and that won't feel so satisfactory if there isn't any difference on hit. I would make a more clap like sound like in the mock-up! And for the visuals, this is more because of flicking instead of following through the notes slowly, but because of the speed you sometimes hit the Sides, some afterimages or visual effects like a hit animation on the sides of the paddle!
Barelies: The sound is okay! Just, a louder sound would help a lot, since most of the time you can't hear you barely hit the note and lost your Perfect!
Other visibility changes: Giving the player the option to move the Combo counter to somewhere like the middle-slightly-bottom of the screen and enable your misses/hits/barelies would be great! And also, the tutorial text on a full screen is too big, and would be much better if it was almost as small as the Combo counter so you get better readability ( Or maybe that's just me :P )
· · · Describe alternatives you've considered Of course all the sound examples I gave aren't set on stone! Anything that helps differentiate and feel these notes is already so much better!
· · · Additional context Here goes a list of stuff..! Hope it isn't too much haha
Thicker Tap rings (On the left) --- I understand these could be mistaken as mine holds, so maybe make those dithered?
My attempt at making the SFX changes I mentioned! --- I tried my best to match the sound design of the game hehe https://github.com/DPS2004/Beatblock-issues/assets/150564875/6b941286-9877-430a-ba1a-6514d0017153 Apologies for the delayed visuals!!!
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