Rift of the NecroDancer

Rift of the NecroDancer

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feature request.
Hello this might just be a skill issue on my part or cheap dance pad problems. but bought this game and played a little bit using my dance pad and while standing on a directional button and hitting other buttons some times the button i'm standing on triggers and ruins any combo potential. i really can't understand why a incorrect input would cause a "miss" output outside of maybe keeping people from setting up a button spammer but that would result in a completed song but terrible score.
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Showing 1-6 of 6 comments
oposdeo Apr 6 @ 5:14am 
Late response, but dance pads often react to increased pressure, as opposed to a full lift of your foot, to allow for faster inputs with the right technique, or like, pressing a note with your hell even though your toe is still on the pad. For this game, you'll have to plant your feet firmly or move your foot somewhere else if you want precision.

As for extra hits causing misses, yeah I think it's anti-spam measures. Adds more precision to the game by requiring you hit the correct keys intentionally. The note patterns are less dense than in some other games, with a lot of the skill coming down to reading the enemies. As a result, if you could just press all 3 buttons on each beat, you could trivially get through parts with enemies that are harder to predict, without thinking about where they will end up. There's also enemies that sort of "bait" you into making a missed hit, like the golden skeletons, and you must be vigilant against them.
A lot of the most interesting monsters in the game (like skulls and bats) are only interesting because you can't mash all three buttons and ignore their pattern.

"Foot rhythm games" almost never punish extra hits, for the reason you've pointed out, that it's annoying to get a miss when you're hitting an extra note that's not in the song. "Hand rhythm games" almost always punish extra hits because otherwise, it's too easy for novice players to mash every button and clear hard songs. And in Rift it's especially necessary, because 99.9% of the challenge to the game is in reading the notes you're supposed to hit. If you just ignore the notes you're supposed to hit, and hit every note you can -- the game may still be hard in some ways, but it won't be hard in the right way and it won't be fun.

I agree it would be cool if the game had a "Dance Pad Mode" or something, where extra misses weren't punished, and you were never required to hit three monsters at once. But it's not really the game's intended design.
Last edited by poobslag; Apr 6 @ 9:43am
oposdeo Apr 6 @ 10:20pm 
You can hit 3 at once on a dance-pad, that's what the down button is for. I also mapped the boost to the down button so it can get some use.
You're technically right, games like Pump It Up have charts requiring brackets or hands and knees! But 99% of players won't play charts like that.
oposdeo Apr 8 @ 2:37am 
No, I'm literally right, this game has a button specifically designed to be used to hit all 3 buttons at once, for which there are only 3 because there are 3 lanes. There is no "down" lane, so you use the down button to hit all 3 lanes. There is no need to use your hands in this game, it is unlike other rhythm games in this regard.

This game has one feature that is literally impossible on the dance pad, and that's the impossible-difficulty DLC tracks which require hitting enemies who are along hold dragons. This can only be done using 8-keys on a keyboard. That said, it only impacts your score, since you can still let go of a hold and get a full combo, so it's not the worst thing ever.
Last edited by oposdeo; Apr 8 @ 2:38am
Oh nice, very cool! I haven't used the "3 buttons" button but that's perfect for dance pads. Great feature!
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Showing 1-6 of 6 comments
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