![]() I'm gonna go back and see if intentionally failing every level once before beating it makes the scripting happier. Am I playing them out of order? ĮDIT: Yeah, watched some let's plays and I've noticed that other people could play the "Bonus" between tiers 3 and 4, but that never unlocked for me, even after getting S rank on everything. I got to but not "bonus." that feels odd. I was a little skeptical you could even DO a hardmode of stage 1, but I was pleasantly surprised by the wub action. I can't tell you how many times I've found a "hard mix" of a level to do little more than bring the difficulty from "easy" up to "normal." Night Shift challenged and inspired me. This is a fleshed out version of the zeroth level of the original rhythm tengoku. The chinese count was an interesting touch. ![]() I got a good chuckle at the way you used a lovestruck boy to introduce the "skipping heartbeats" mechanic. The goofy characters and the mechanics they represent really capture the quirky feel of the patron series. ![]() The overlapping pattern mechanic compares favorably to the tried and true warioware team Remix mechanic, especially in the way it brings all the game's characters together in one song. Rhythm Doctor has the snappy response time of RH3 with a fully-charged controller as opposed to, say, RH1 running in VBA (emulation lag uuuuugh), or worse, SCGMDX4 (there should only have been threeeeeee). I do understand why you did it though, because I have bad experience with flash rhythm games having totally different timing depending on which machine you play them on. It's unfortunate that Adobe hasn't released an official port of Flash 11.5 for Ubuntu, as it means I have to boot into windows just to play this. This ended up happening to me anyway when I played stage 2 Night Shift before moving onto stage 3. I personally think that after the first level we shouldn't even need the tutorial, and you could introduce all new mechanics by first hinting, then just dropping them in. I agree that when the second track has been introduced but isn't yet playable, desaturating it would help divert attention. Whereas that game played the rhythm heaven formula straight but with less original music and more weird controls, I think this game really nails the spirit of the genre (if indeed it is its own genre now), which is to have the controls simple and the timings tight. This game may have a few bugs but it's still leaps and bounds over Pixel Pop, which is the earliest "flash rhythm heaven" I can think of off the top of my head. Anyway, thoughts on the game in no particular order:Īs a rhythm heaven 'vet' or whatever, I actually liked the visual business in the first level, because right away you're doing the trick RH3 did and forcing players to learn the rhythm, ditching the guitar hero instinct to "trust the screen, not the song." Yet another referral from maxanum, and yet another account made for this thread.
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