
The Field of View when it zooms out to both sides makes things a lot harder.Same for things like double-time or the scroll speed so I don't have to go into those modifiers for every song I play. Like, if I selected unbeatable and and am cycling between songs, it would be nice to remember that. I also wish it remembered your song modifiers from song to song.Whether that's with a retry option on the score screen or if I get dropped back onto that song on the track select, either would work for me. When I finish a song I'd like to be able to dive back into it right away.There's a few bugs (right now the train section gets stuck) so I've mainly been just grinding songs and not worrying about the story.
Muse dash custom songs tutorial full#
Music is great and the charts are challenging, but definitely accomplish-able with practice (and not just raw memorization.) If the full game plays like this, this will end up being the most satisfied with a Kickstarter I've ever been! I'm so stoked about this game and the Kickstarter Campaign as a whole.

all I've really done is casually watch a few Tantacrul videos. I didn't like Friday Night Funkin' either.) (Then again, I'm the kind of person who prefers a really no-nonsense skill-focused rhythm game, so I might not be the target audience here. When everything is trying to stand out, nothing in particular stands out, which is bad if you're trying to gauge how you're doing on the fly. It's gorgeous to watch, but as a player, it's really hard to pick out key information. Visual effects, camera movements, L-R perspective shifts, score, combo, percentage, time offsets, heartbreak meter, "Up Next" popup, etc. * There was also just too much information/stimuli presented at once for me. It was hard to tell how the notes aligned with the timing grid, even with the square of 4 circles placed around Beat. To me, there was too much squishiness/fluidity for me to be able to develop the hand-eye coordination needed to lock into a groove. * The art style is amazing, but it felt imprecise for a rhythm game. The center stage takes up a lot of space, leaving not very much runway for incoming notes. * For faster/dense sections that include both L and R notes, I felt like there wasn't enough horizontal width to react quickly enough. I'd be happy with Miss/Good/Perfect (similar to what Taiko does with Bad/OK/Great). "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.
