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Self explanatory, not really sure of any ideas other than a simple centring based scoring system where you get a better score for how close to the centre you get the beats and holds.
As for taps, again only idea I have is how good your timing was for the taps.
And finally for sides, this is where I kinda lose ideas. Don’t get me wrong they’re unique and that alone is pretty cool that you managed to pull it off! But they also feel out of place compared to the satisfying visuals of most other mechanics. Like how the holds hit your shield and move so fluidly across along with the beats satisfyingly hitting your shield and popping out of existence one after another. And then the sides only disappear after they’ve already passed your shield when you hit them which doesn’t look quite as satisfying as the rest of the mechanics
The mines don’t really need any changes, you’ve already proven they can look really cool!
The text was updated successfully, but these errors were encountered:
Self explanatory, not really sure of any ideas other than a simple centring based scoring system where you get a better score for how close to the centre you get the beats and holds.
As for taps, again only idea I have is how good your timing was for the taps.
And finally for sides, this is where I kinda lose ideas. Don’t get me wrong they’re unique and that alone is pretty cool that you managed to pull it off! But they also feel out of place compared to the satisfying visuals of most other mechanics. Like how the holds hit your shield and move so fluidly across along with the beats satisfyingly hitting your shield and popping out of existence one after another. And then the sides only disappear after they’ve already passed your shield when you hit them which doesn’t look quite as satisfying as the rest of the mechanics
The mines don’t really need any changes, you’ve already proven they can look really cool!
The text was updated successfully, but these errors were encountered: