A Blast Beat appears on the game Need For Speed Pro Street, along with GuitarFreaks & DrumMania licensed songs ALMOST EASY and Odio Odio Odio Sorry C.For more information, please see this page. Trivia This song has different backgrounds, banners, jackets, or other related images. No I will never let you through Song Connections / Remixes Lyrics Hear this!: I can't deny the truth Keyboards/Backing Vocals: Ole Bjørn Sørensen, Anne Cecilie DyrbergĪlbum: We Are In There You Are Out Here (2007)įirst Music Game Appearance: GuitarFreaks V5 & DrumMania V5 Rock to Infinity I was thinking it made those rows shoot faster or it buffed the projectiles in some way.ĭefinitely keeping on eye on this though, great stuff.Guitars: Anne Cecilie Dyrberg, Simon Troeisgaardīasses: Danny Jungslund, Piotrek Wasilewski I've seen what you wrote in the thread though so it's all good. The ">" icon needs a bit more explanation in-game as well. I would say maybe increase the movespeed when you clear a room to make it a bit quicker to move about although this might just end up feeling weird with how quickly you can move between rooms early on. It creates a tiny little minigame where you can choose to try and dodge with the beat (just after you've shot) or just forgo the shot and miss out on the damage. I like how dodging can cancel out the "beat"/shot as well. No more backtracking (My pet hatred in roguelites), and you don't know which door is what (in most rooms) so you can just go to the nearest one, which creates very little downtime. The very faint line which shows exactly where you aim is perfectly done as well, not too intrusive but not too "un-noticable" to be useless.Įspecially love the way the rooms are generated/how you move through the level. The ability to move your notes around whenever you want, even in combat, is very good to have as it lets you adapt quickly to different rooms/enemies. Love the clean design in everything, from the music to the visuals. Just played it for an hour without even realizing it. Again, I love the concept, and I love the aesthetic (visuals, sound design) so far. I'm really curious what you think about these ideas. I swear there was another thing but I can't remember haha, I'll let you know when I think of it. Having dash occur on-beat is probably less important than having enemy death occur on-beat though. Same with dashing, in fact maybe dash could be only executable on-beat? That would probably be more reasonable with half steps available, as well. So, for example, when you kill an enemy, instead of having it die instantly, have it hesitate for a sec and die on the next beat? I feel like that would add to the musical coherence of the whole experience. It would be cool if other things are also designed to only occur on beat as well. And, I don't think that should affect balance much because the attacks are still limited by how many "squares" you collect. The music I hear in my head has beats on those half-steps, so it was a bit frustrating to not quite be able to implement it in that way. I would love to be able to put attacks on half steps, so basically like. I really like it so far! Some feedback that comes to mind:
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