
RHYTHM DOCTOR PLAYTHROUGH FULL
I completed a song on Hard, now I can try to Full Combo it on Hard.
Replayability is mostly challenge based. Another reason to stick to simple button input. The arrow will "stick" to the highway to some degree if you are in the ballpark of the expected position. Games like Sound Voltex have a lot of secret sauce to make them "feel" fair when you are executing analog actions, like turning a knob. DJMAX and other 4/6/8+ key games are very simple in presentation for a reason, and all the inputs are buttons. You can't have a god-tier difficult "fast" game with charts that are hard to read. You have a few basic ways you can increase difficulty in a chart: input complexity (how many physical actions you have to switch between), chart readability (how difficult it is to evaluate the chart to know what inputs are needed, this is where ALL the difficulty of Rhythm Heaven comes in) and note speed and density (how rapid and clustered the chart gets coupled with tempo requiring faster input execution).
I'd avoid gestures for your first game and stick to binary inputs like buttons.
Gesture-based actions in rhythm games have to be more forgiving than simple button presses to account for the gap between player intent and evaluation of the gesture (when they "start" the gesture is usually when they expect it to count, the game can't count the gesture as correct until it is completed). Analyze how other games take longer songs and cut them down to size. If you stick to 1 verse and chorus from a longer song (with an outro), playing that song three times gives you the same satisfaction as listening to the longer song once. Most pop songs are three verses and choruses. This is one way to avoid the "monotonous" song problem. Most rhythm games have songs that are 2-3 minute long, tops.
To get the flow to make that feel good, you need crafted charts, not autogenerated ones.
To be called a "rhythm" game and not a "music-driven" game then inputs need to directly map to elements of the music in time in some way. Consider the musical complexity of Super Mario Brothers 1 theme and how it prevents the theme from getting monotonous. The music has to be good and tolerate repeated playthroughs. And if you're still serious about the Greater Rifts or ladders, then you certainly will want to at least consider how the community regards these solo classes. Of course, they also shorten the time you need to clear the game's content. Because the best solo class among Diablo 3 classes will give you better chances of obtaining legendary loot. Now that the dust has finally settled, it's time for us to re-evaluate the best Diablo 3 class. This time around, it's Season 27 that's still ongoing. Updated October 25th, 2022 by Sid Natividad: Diablo 3 classes have always been a hot topic every quarter or so due to the seasonal content. Here's how each of the seven classes fares, ranked from least to most efficient.
For those who are interested in Greater Rifts or any kind of ladder, then these classes will still satisfy the need for a fast room-clearing whirlwind of Hell hate. That's why it's rather important to know which classes are currently at the top this season. In each season of Diablo 3, balance changes tend to upset the efficiency of the classes and shake up the game's meta. RELATED: Games That Are Stuck In Development Hell (& Games That Actually Got Out) When it comes to reaping the rewards, efficiency is the name of the game utilizing the most effective classes for their solo clearing capabilities is a must for those looking to reach the top of the Greater Rift ladders. It's what motivates Diablo 3 players, after all. Sure, defeating hordes of demons and saving Tristram from literal Hell is gratifying, but nothing comes close to the catharsis of getting some highly-coveted loot or ladder spot.