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Sightreading charts with lots of off-beat notes feels like a miserable spot in an otherwise-fresh game. It seems like a common-enough complaint if you scroll through the steam discussions, and each thread has a slightly different take on how it should be fixed.
If these notes were removed completely, that would be the absolute best decision in my opinion. Maybe they could be included on higher difficulties, but really, it just feels bad to play. It made me quit playing an otherwise incredible looking game.
Except maybe the bounciness of the characters being very distracting.
I say this with zero intention to cause offence, but it's a skill issue. You need to spent less time trying to read the grid (since thats how you're having an issue with trying to match the beat to the grid) and more on listening to the song itself.
The game itself is good, because it's making itself different by experimenting with new things in a saturated STEPMANIA style game field.
I can agree on intentions of 'favoring music over reading' but that's also what kind of makes a rhythm game not good. All songs should be able to be sightread by players of exceptional skill, even the hardest tracks in the game should be so. Even gimmick games like ADOFAI, which revolve around a new gameplay style, is sightreadable because all cues are shown.
Listening to the music, memorizing the song, and playing the chart with attention more to music than sightreading should be done every time after the first because then you can play it through and assuming later equip gear to improve your high score depending on the specific track, but if players don't like how the song reads on first play, they're not going to replay the song for high scores that intensely, unless they enjoy the song itself.
I've had a look over your original post, and I've thought of how you suggested it, and even then it looks insane. It'll go from showing 7 tiles oncoming to 14 tiles oncoming. I don't see how there could be consideration to make off beats look more obvious, aside from them standing off from centre.
Specifically also, Crypt of the Necrodancer is a grid-based game that revolves around absolutely everything being on beat. When you play it off-beat, you're punished. You'd expect a game directly based on this to also be the same way. Off-beat notes are fine, but the way they're presented in-game is just... Not good. It comes down to memorizing the timing since there's pretty much no auditory cue for something like a skeleton that's off-beat. If you miss it, there's no cue when it's missed to tell you when you were supposed to press it, resulting in fumbling or frustration. It doesn't teach you when it was supposed to happen; it just punishes you.
I'm glad they provided feedback and said that they're reworking the mechanic. I'm excited to see what they come up with. I don't want to be frustrated at the game!
"two blue bats, one will move to the right, the other will wrap around the field, need to press the other button; green and blue slime right after, blue slime will jump to a row with snake; next blue slime - attacking it will make a full row, better prepare for that. And remember to press 'whole row' button instead of 'fever' button".
This feeling will probably disappear once I know the game better, but my first impression is very mixed.
On top of that I feel like Skane's tail changes its shape and position with perspective, making it confusing there the snake ends.
Also the apples - if they needed to add apples after difficult sections, then they probably believed that most players will fail those sections.
I agree that offbeat monsters could possibly be conveyed a bit better, especially when burst is activated and thus all of their shadows are yellow, but just about everything else in this discussion seems shortsighted and like Citalopram says, dumbs things down and possibly takes some special things away from the game that make it unique and that many people have already said they quite like. This is not Rhythm Heaven, this is not Beatmania, this is not Muse Dash, this is not ADOFAI, this is not even Crypt of the Necrodancer, this is Rift of the Necrodancer's demo build. It's fine for it to not be your thing, but you have to differentiate that from objective negatives.
As far as the doubletime idea goes, frankly, making essentially the entire track go twice as fast (especially when we don't know what the other songs in the game will be like, much less extreme difficulty) sounds like a horrible idea, and instead of just having offbeats be a little unclear at first, it would make everything all the time unclear. I agree that offbeats could be conveyed better somehow, though I don't quite know how it should be done. Maybe a new demo version could come out to showcase some of these changes for feedback?
To wrap this conversation up, I want to set some expectations - Rift is the game that it is, and that does mean that we'll have offbeat monsters! It does also play very differently from other rhythm games. We hope that our adjustments will be well received by the community when we release an updated demo at some point in the future. Thank you all for playing Rift!