Posted: March 1, 2014
Get this on sale, watch a "let's play", perhaps buy the soundtrack - Beatbuddy excels at everything it does, except the "game" part.
Beatbuddy offers great visual design, richly drawn assets and fluid animations.
Beatbuddy offers an exceptional soundtrack that will certainly keep you listening.
Beatbuddy has apparently been painstakingly patched by dedicated developers.
Beatbuddy, however, is broken by design, at least gameplay-wise.
The game seems to attempt to relate its gameplay formula to rhythmic cues and boy does everything seem really nice, in theory, until you actually start to move around. The issue is very simple, and very hard to fix for a complete game.
Automatic actions happen between set intervals, following the beat of the song - but your movements don't. This is partially fixed by the vehicular sections, that set your movements to the beat, although not responding reliably to input.
Dashes, punches and other actions happen in their own time and generate offsetting audible feedback, making controls feel even less responsive than they already are. This becomes clear since the start of the game, as soon as color-changing bubbles and spiked crabs appear.
Obstacles clear their paths within the song's rhythmic call, as you dash through 0.3 seconds later causing annoying dissonance.
Crabs swing to the beat, as you punch them as fast as you can click, ignoring any sort of timing or planning there could ever be.
Vehicle dashes are timed to the second beat! Except holding the button does the same thing, while attempting to click on-beat results in failed half-dashes.
Jellyfishes move to the beat! Move along with them in synchronicity so you can survive! Except they move less per beat than you do, forcing you to either ignore the song or smash your face every sixth beat.
The issues pile up as new elements are added, it seems.
Playing only with visual cues might actually be more helpful than attempting to follow the song.