My notes: I want to press buttons more
I played the demo for a a couple hours, then bought the game but ended up refunding it before the 2 hour mark. I like the concept though, so I'll likely buy it for more than the intro deal if it's ironed out more.
My main gripe is that you don't press buttons enough, but it can be split three ways:
First, trailers/gameplay seem a little disingenuous. There's nothing telling you that the highest-action parts are single button prompts that play an automatic combo animation, or have you hold to play the animation. It's like the Simple controls in a 2D fighter.
Which is my second point: it feels like there's only a Simple mode, because of that. Yeah there are difficulty settings, but those focus on the enemies rather than your inputs. That should certainly be a difficulty setting, but I don't think it should be the primary method of adjusting difficulty in a rhythm game. That should be like most rhythm games; how many button presses you need in order to match the song.
My third and final point being: I think what exists is fine for a Simple control scheme. But the game is in dire need of an Advanced option, and I've got some suggestions:
- Normal attacks can (but don't necessarily have to) be done as fast as the auto combos, as long as you're on beat.
- Enemies will block attacks that aren't perfect, reducing damage and being impossible to daze with blocked attacks.
- Counters and Finishers either require or reward you for pressing along with each hit of the combo, with added visual queues for the different animations.
- Takedowns as well, but getting all Perfects completely refunds a skull, so you can chain them indefinitely.
Maybe I'm asking for too much, but I think the game would be a lot more fun with a lot more actions per minute.