Chiptune Champion

Chiptune Champion

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Mocha Jan 9, 2016 @ 10:41am
Strumming on a Hammer-on/Pull-Off Drops Combo?
I know this seems like a little nitpick, but given the type of game this is supposed to be (Rock Band/Guitar Hero Clone), I figured this should be stated and wondered if it may be something that would be looked into.

In plenty of situations, hammer-ons are a wonderful thing to take advantage of, as it doesn't require the need to strum, beautiful to keep your combo and continue forward. This is something everyone knows, been in these types of games since the beginning.

What I don't understand is that on some parts, the need to use a hammer-on for perhaps only one note seems tedious for some players, especially on some songs that ujmp back and forth, and for players like me, we just find it easier to continue strumming through the whole thing, as its easier to keep rhythm that way. In Guitar Hero and Rock Band, it's not a punishing choice, strumming on those is just the same as using a hammer-on, no effect, just keeps your beat. But in Chiptune Champion, Strumming on a hammer-on/pull-off completely drops your combo, a frustrating thing programmed in.

My question is- Was this an intentional change in the game? Is it something that could be fixed? It's not a huge turn off for me, just something that seems to ruin my experience and have to change my style of play.
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Showing 1-9 of 9 comments
Gamephreak5 Jan 9, 2016 @ 11:21am 
+1 I have the same nitpick. I thought it was wierd that I was missing notes when I shouldn't have. That's odd that strumming when there's hammer-ons and pull-offs just break the notes...I hope it gets fixed.
Last edited by Gamephreak5; Jan 9, 2016 @ 11:21am
Whisper  [developer] Jan 9, 2016 @ 12:52pm 
Hey Mocha. This was an intentional design choice, but if a significant portion of the playerbase dislikes this, then I can look into changing it. Thanks for the feedback!
jetCold Jan 9, 2016 @ 2:35pm 
It's not a huge deal to me personally, but I agree with him. I've kind of gotten into the habit of ocassionally strumming hammer-ons so when I play CC I have to consciously remind myself not to. I feel like as long as the timing is right it shouldn't be a penalty, but like I said -- not a big deal. :)
Storm Jan 10, 2016 @ 8:05am 
I agree with this, I strum HO/PO all the time in GH3PC and RB3, it really makes some sections more "playable" than playing it with HOs
Ghil Jan 10, 2016 @ 11:46am 
Hey Blake! I will also voice my agreement in favor of optional hammer-ons and pull-offs. sometimes it throws me off something fierce.

Love the game by the way, thanks a lot!
Parsnipjr Jan 10, 2016 @ 12:05pm 
+1 I suppose it adds to the challenge but im also to conditioned from Rb/GH,.
m0xxy Jan 10, 2016 @ 12:08pm 
I actually have gotten to really love this mechanic. Please don't change it
Gigakoops Jan 10, 2016 @ 12:30pm 
Sometimes strumming hammer-ons can help me keep rhythm with the song. I get what you were doing with this, though I personally would prefer it not to break your combo.
Mocha Jan 10, 2016 @ 12:44pm 
Thanks everyone for the comments, I'm glad I'm not the only one to take note of this change. :)

I've also noted that this change makes it a little harder to climb back into a long streak of hammer-ons if you drop it midway. When a song has some 10 to 20 second span of fast,constant hammer-ons, sometimes it's not out of the ordinary to say you miss one along the way. I'm more accustomed to giving two to three strums when getting back and continuing the chain (Just to make sure that you've hit one of those notes to get the hammer-ons going again), but with the change on Chiptune Champion, you HAVE to give just one strum, make sure you hit the right button in the chain, and continue on. If you give two strums, even when hitting both buttons correctly, the second register of the strum will drop the combo, and as such, throw you righ back off the track. It's made it largely punishing in a sense for me because if I drop the hammer-ons during the chain, I find myself getting back onto it perhaps 20% of the time.
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Showing 1-9 of 9 comments
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