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Sorry for the late reply, I didn't see this post until today. Thanks for taking the time to give me your input.
* While I'd love to add more frames, the fact is that the fast rhythm gameplay requires twitchy animations that finishes quickly, so interpolating two animations together would miss a beat completly by the time that they are over. I have to decide between smoothness and intensive/precise gameplay (especially since there is a margin of error allowed for the player to react, so I also have to take the "worst timing" case into consideration.
* I understand that everything must feel plain and vanilla at the moment, but I am concentrating on the core gameplay experience first. Rest assured that I will spend quite some time polishing the graphics and adding all kind of eye candy. After all it's my favorite part of gamedev :)
* Difficulties/point system are planned, with online leaderboards.
* Color customization is definitly planned since I care about colorblind people and I want them to be able to choose the colors that they can easilly indentify.
Only thing I can think about right now is how cool it would be if this game were in first person, but maybe that's just the Mirror's Edge addict in me showing it's face.
Maybe the animations could complete slower or faster, depending on the BPM?
for example, You're not going to encounter another obstacle in 60 as fast as you are in 120, so the animation can be drawn out longer, and thus look a little smoother.
I like the new backgrounds, by the way.
Anyway, I've fixed or will fix most animations that need fixing (like the wall kick, working on it right now)