Re: Sequence Storm Rhythm Racing Game
Why is it a trend nowadays to tune things down whenever there is a frustrating element?
I understand that not everyone has the same skills, and modern games are accommodating enough to make the level of difficulty mostly a matter of personal preference. Having said that, there is definitely something wrong when people are able to complete a game on the first run. It just means that the game is not challenging enough. As a result, people always want more and more content, not realizing that the existing content could provide much more satisfaction on a higher difficulty. True, it might take more time to complete, but nothing beats the feeling when you actually succeed.
This is not against Sequence Storm, as I believe the game provides more than enough challenge, just a general remark.
I personally think that we should try to match the mainstream experience as closely as possible. At the moment, this is almost possible, with a few exceptions such as having autopilot on while boosting. Things are definitely improving, and I am really looking forward to what @special magic games cooks up next.
For this reason, I really like the two-beat approach, it might be interesting to see it change with difficulty.
Regarding held notes, I think it would work if a looped sound, or a whoosh would start playing during the period the note must be held for, and a small chime when the note must be released. The whoosh or looped sound could also be a sequence of tiny chimes in rhythm, increasing in pitch as the rhythm gets closer to the release beat.
Hopefully this makes sense.
Rob
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