Yayınlanma: 22 Mayıs
Erken Erişim İncelemesi
I am writing this largely in the hopes that it would be able to reach the developers sometime in the future. However, this will also serve as an all inclusive review as well. For those TLDR lazy people, skip to the last few sentences of this review.
As an indie game, aesthetically, this game receives perfect scores. The graphics are simple yet sleek and still manages to have a fantasy/digital vibe to it. As a result of the simplicity behind these graphics, this indie game is able to support up to 4k resolution.
Concept wise, this is as avant garde as it gets ladies and gentlemen. Its a customizable visualizer that allows you to either play your favourite song and lose yourself in the flurry of beats or sit back and watch Melody's elegance animations flow with rhythm. The fact that you can play ANY music with this game a never ending journey that can stand against the testament of time.
Unfortunately, this is where the praise ends: It's greatest strength is also the chink in its armor.
The notes players must hit during the game are not optimally lined up with the rhythm of the songs, especially on higher difficulty levels and faster songs. I am not a developer myself and hardly know any coding, but I can still tell that the program is a little too simple in certain parts. Additionally, I realize that this game does not pick up vocals as parts of the bpm, I used the infamous "Disappearance of Hatsune Miku" (If you don't know this, just youtube it and you'll understand) to test and discover this problem. This ties directly to my next criticism.
While I loved the way melody would speed up or even set flight depending on the bpm of the song, I also hated how, at higher bpms, it became a strain to even see the notes clearly and follow through with inputs consistently over even more than 1 minute. This is because the notes move with the screen and only melody is in the same idle position. This is also why some people recommend staring at melody when your eyes get tired.
While I don't know if this would definitively solve the problem, I urge the developers to toy around a bit more with the movement of the notes as well as the screen. Could the notes briefly accelerate to Melody's speed as they gradually reach her? Enough to lessen the blur but not enough to decrease the reaction speeds by too much. And frankly, I think the screen could move slightly slower on the faster bpms (When Melody is flying) and achieve the same accelerating effects (perhaps this would also call for speed tweaks for medium/sprinting screen scrolling speed)?
Finally, the last and I think easiest to implement change is that I would like there to be the option to set the amount of beats while maintaining say, medium difficulty instead of insane. This is a concept that was long introduced in such music rhythm games such as Step Mania and DJ Max. Basically, the complexity of the song (or number of obstacles) should be adjustable SEPARATELY from the amount of keys one would be required to utilize for different inputs. For example I would like the game to display all the beats and therefore much more obstacles (so far the closest I would get would be the highest difficulty) and yet still only use 4 keys (the medium difficulty). This would increase the game's immersion as the notes needed to be hit coincide with the beats of the song and yet the controls are easy enough for people to slowly adjust to harder difficulties, and essentially making it a more intuitive game at the same time.
Now, this review seems TLDR tagged and full of criticism right? But in the end, I DO recommend this game. I just love the concept way too much and I believe that there is still room for this game to improve upon what I have mentioned.
I would say that right now this game, in its current state, is more of a interactive visualizer than a hardcore music rhythm game with diversified difficulties such as Step Mania, JuBeat, or DJ Max.