FrancisTR / Rhythm-Swipe

A Repository dedicated to the 2D Game "Rhythm Swipe".
https://projectrhythmswipe.netlify.app/
GNU Affero General Public License v3.0
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Jack Feedback based on v1.6.2 #33

Open FrancisTR opened 12 months ago

FrancisTR commented 12 months ago

On behalf of Jack, here is his feedback:

Glitches: I found one where sometimes the enemies would stay in place even though a blue tile has passed. I experienced it in normal and hard but it was most noticeable in hard. Sometimes after the next blue tile they’ll start moving again but in hard specifically when I start the stage all the enemies aren’t moving at all keeping me trapped until I fail the stage. Might not be a glitch but another thing I’ve noticed is when replaying a stage the moving tiles transfer from the previous run instead of starting over.

Gameplay: I find it much easier to move around now that I can turn any direction freely. Still might be a personal complaint but I still find the timing difficult. I get that the box to insert your input matches the tileset with the rest of the stages but maybe make the hitbox alone bigger or make it so as soon as the red or blue tiles touches the box I’m good to press the movement keys.

Music: I’m no music expert but one thing that made playing each stage different for me was waiting for the best of the music to kick in. It feels jarring when the music doesn’t sync with the rhythm of the tiles.

Final thoughts/suggestions: definitely an improvement from the previous version. Only things I can think of suggesting is what I brought up in gameplay and the suggestions I made in my previous review

FrostyNick commented 12 months ago

Glitch: Fixed in v1.6.4 (#34)

Gameplay: Two choices I have from the top of my head:

  1. Sync the music better. It will probably be easier to play when this is actually completed. I'll paste the music to do stuff in a new issue from a previous PR as a to do list.
  2. Add a setting that chooses how strict the collisions are. Example from Quaver rhythm game:

    Screenshot ![image](https://github.com/FrancisTR/Rhythm-Swipe/assets/57016218/caf00754-63b7-4b36-abf3-6baa8a11ac0c) The more towards peaceful the bigger the hit boxes are invisibly.

Music: Yeah music is not completely synced. Will work on Gameplay 1. from above.

Closing statement: Previous review where? Is it still applicable?

FrancisTR commented 12 months ago

Glitch: Fixed in v1.6.4 (#34)

Gameplay: Two choices I have from the top of my head:

  1. Sync the music better. It will probably be easier to play when this is actually completed. I'll paste the music to do stuff in a new issue from a previous PR as a to do list.
  2. Add a setting that chooses how strict the collisions are. Example from Quaver rhythm game:

    Screenshot

    image The more towards peaceful the bigger the hit boxes are invisibly.

Music: Yeah music is not completely synced. Will work on Gameplay 1. from above.

Closing statement: Previous review where? Is it still applicable?

@FrostyNick I have the review. It seems outdated since it was around May, but I can provide it to you when I get home.

FrancisTR commented 12 months ago

Glitch: Fixed in v1.6.4 (#34) Gameplay: Two choices I have from the top of my head:

  1. Sync the music better. It will probably be easier to play when this is actually completed. I'll paste the music to do stuff in a new issue from a previous PR as a to do list.
  2. Add a setting that chooses how strict the collisions are. Example from Quaver rhythm game: Screenshot image The more towards peaceful the bigger the hit boxes are invisibly.

Music: Yeah music is not completely synced. Will work on Gameplay 1. from above. Closing statement: Previous review where? Is it still applicable?

@FrostyNick I have the review. It seems outdated since it was around May, but I can provide it to you when I get home.

For the second part, it seems like a neat idea. Though, we might only need a few for now. We can add more as we progress :)

FrancisTR commented 12 months ago

@FrostyNick Here is the previous review from Jack. It seems that it has been resolved based on our changes so far, but let me know if otherwise!

Glitches: I played the game on both my pc and Mac. It worked just fine on my pc but when I was on my Mac it would randomly restart out of nowhere saying it was using too much memory. Another issue I found was trying to move behind an enemy. I beaten most stages but I couldn’t beat normal because of the enemy in the bottom right, whenever I try to movie behind them I would just die as if the enemy didn’t move with the timing of the bar. Not sure if the last one is classified as a glitch, but I just couldn’t get past that one enemy no matter how many tries.

Gameplay: I don’t play too many rhythm games, so take this feedback as if a casual player was. It felt like the timing for each was hard, mainly because of the music not syncing with each action. I also didn’t like how I could only use the left and right keys, whenever I had to turn all the way around I had to mash the keys once I’m there, which felt annoying. Another thing I had issues with was bouncing my eyes back and forth between the timing bar and the stage, it made it hard to keep focus.

Final thoughts/suggestions: overall I think the concept is great. Not sure if you know the game, but it felt inspired by crypt of the necrodancer. Some things I’d change personally would be making the timing easier, add the up and down key for more easier movement, giving a warning what tile an enemy is going, and maybe see if the timing bar could be closer to the player so I don’t have to keep darting my eyes.

FrancisTR commented 11 months ago

Glitch: Fixed in v1.6.4 (#34) Gameplay: Two choices I have from the top of my head:

  1. Sync the music better. It will probably be easier to play when this is actually completed. I'll paste the music to do stuff in a new issue from a previous PR as a to do list.
  2. Add a setting that chooses how strict the collisions are. Example from Quaver rhythm game: Screenshot image The more towards peaceful the bigger the hit boxes are invisibly.

Music: Yeah music is not completely synced. Will work on Gameplay 1. from above. Closing statement: Previous review where? Is it still applicable?

@FrostyNick I have the review. It seems outdated since it was around May, but I can provide it to you when I get home.

For the second part, it seems like a neat idea. Though, we might only need a few for now. We can add more as we progress :)

I almost forgot to mention about this idea for having an option for strict collisions. There is a file currently called named "dat.gui.min.js" in our "Lib" folder. It is not used, but can be used since this idea came along. I believe this is the resource for it if you would like to experiment it: https://github.com/dataarts/dat.gui

FrostyNick commented 11 months ago

Glitch: Fixed in v1.6.4 (#34) Gameplay: Two choices I have from the top of my head:

  1. Sync the music better. It will probably be easier to play when this is actually completed. I'll paste the music to do stuff in a new issue from a previous PR as a to do list.
  2. Add a setting that chooses how strict the collisions are. Example from Quaver rhythm game: Screenshot image The more towards peaceful the bigger the hit boxes are invisibly.

Music: Yeah music is not completely synced. Will work on Gameplay 1. from above. Closing statement: Previous review where? Is it still applicable?

@FrostyNick I have the review. It seems outdated since it was around May, but I can provide it to you when I get home.

For the second part, it seems like a neat idea. Though, we might only need a few for now. We can add more as we progress :)

I almost forgot to mention about this idea for having an option for strict collisions. There is a file currently called named "dat.gui.min.js" in our "Lib" folder. It is not used, but can be used since this idea came along. I believe this is the resource for it if you would like to experiment it: dataarts/dat.gui

This seems like it's for changing variables with a GUI. This could work for modifying the speeds maybe in a settings or for live testing from what I understand.