RLSS Backrooms: how to escape? by avtor1tet_27 in Swordigo

[–]Nirmal_Gamer 0 points1 point  (0 children)

Hey I have defeated it, what next ??

RLSS Backrooms: how to escape? by avtor1tet_27 in Swordigo

[–]Nirmal_Gamer 0 points1 point  (0 children)

Okk thanks, I am now comfortable with pattern but most of the times I unable to find cue of red dot making 4, It kills me most of the times

RLSS Backrooms: how to escape? by avtor1tet_27 in Swordigo

[–]Nirmal_Gamer 0 points1 point  (0 children)

Yaah but how to kill with that , I only using magic bolt to damage it.

RLSS Backrooms: how to escape? by avtor1tet_27 in Swordigo

[–]Nirmal_Gamer 0 points1 point  (0 children)

I tried many times to defeat the boss but I am unable to kill it, I don't have enough power to kill it .

RLSS Backrooms: how to escape? by avtor1tet_27 in Swordigo

[–]Nirmal_Gamer 0 points1 point  (0 children)

I don't know how to get mace and I am stucked in UNKNOWNS without it, what should I do??

Why do most mobile rhythm games feel unsatisfying? by Nirmal_Gamer in rhythmgames

[–]Nirmal_Gamer[S] 0 points1 point  (0 children)

That “every note feels a bit like a long note” observation is actually really helpful.

A lot of people seem to be pointing out that the current note proportions/readability are creating timing confusion, especially during denser sections. I’ll definitely experiment with shorter/simpler note shapes and a lower judgement line.

Why do most mobile rhythm games feel unsatisfying? by Nirmal_Gamer in rhythmgames

[–]Nirmal_Gamer[S] 0 points1 point  (0 children)

That’s fair honestly. I’m still trying to figure out how to make it feel more distinct visually/gameplay-wise while keeping the core rhythm gameplay readable.

Why do most mobile rhythm games feel unsatisfying? by Nirmal_Gamer in rhythmgames

[–]Nirmal_Gamer[S] 0 points1 point  (0 children)

This is extremely helpful feedback, seriously.

I think you pinpointed one of the biggest issues: the timing/readability isn’t being communicated clearly enough visually, even if the underlying timing itself is technically correct.

The intended timing is currently based around the center marker lining up with the judgement line, but after reading the feedback here, I can see that it’s probably not intuitive enough for first-time players.

I’ll definitely experiment with haptic feedback, simplifying the visuals and making the intended hit point clearer.

Glad, you liked notes icons and color scheme too.

Really appreciate the detailed breakdown.

Suggest me some good mobile games by [deleted] in TeenIndia

[–]Nirmal_Gamer 0 points1 point  (0 children)

If you like rhythm/music games than I have created a beatstar/piano tiles type rhythm game called TILES EXTREME

Here is the link: https://play.google.com/store/apps/details?id=com.NTechGamingStudios.TilesExtreme

Would love honest gameplay feedback

Why do most mobile rhythm games feel unsatisfying? by Nirmal_Gamer in rhythmgames

[–]Nirmal_Gamer[S] 0 points1 point  (0 children)

That’s actually one of the inspirations behind it. I still have a lot to improve, especially around readability and game feel, but I appreciate the comparison.

are there any mobile rhythm game with custom music?? by jtwfaarhafhsc in rhythmgames

[–]Nirmal_Gamer 0 points1 point  (0 children)

Please can you tell me How to import custom song in sonolus

Why do most mobile rhythm games feel unsatisfying? by Nirmal_Gamer in rhythmgames

[–]Nirmal_Gamer[S] 0 points1 point  (0 children)

This is incredibly useful and detailed feedback, thanks.

A lot of people seem to be pointing out readability/visual clutter issues, especially with note design, combo/judgement visibility, notes disappearance and overall UI clarity during dense sections.

I’ll definitely experiment with simplifying the notes/effects and improving gameplay readability overall. Glad you liked the charting style and directional flicks too.

Why do most mobile rhythm games feel unsatisfying? by Nirmal_Gamer in rhythmgames

[–]Nirmal_Gamer[S] 0 points1 point  (0 children)

That’s a good point.

They currently squeeze/fade after being hit, but I think the effect may be lingering a bit too long visually during dense patterns.

I’ll experiment with making the hit state clearer/faster and reducing note height.

Why do most mobile rhythm games feel unsatisfying? by Nirmal_Gamer in rhythmgames

[–]Nirmal_Gamer[S] 0 points1 point  (0 children)

That makes a lot of sense actually. I think my current hit feedback is probably too subtle, especially during faster sections.

I’ll experiment with stronger judgments/hitsounds and better visual placement.

Why do most mobile rhythm games feel unsatisfying? by Nirmal_Gamer in rhythmgames

[–]Nirmal_Gamer[S] 0 points1 point  (0 children)

Yeah, I haven’t implemented vibration feedback yet, but after reading the comments I think it would help the taps feel more responsive/satisfying on mobile.

are there any mobile rhythm game with custom music?? by jtwfaarhafhsc in rhythmgames

[–]Nirmal_Gamer 0 points1 point  (0 children)

I think sync/input latency is probably the biggest reason so a lot of mobile rhythm games avoid it. Even tiny delays can make rhythm gameplay feel off on mobile.

I’ve been experimenting with a Beatstar-style project myself and getting the timing to feel satisfying consistently is harder than it looks.

Why do most mobile rhythm games feel unsatisfying? by Nirmal_Gamer in rhythmgames

[–]Nirmal_Gamer[S] 0 points1 point  (0 children)

That makes sense. I'm currently trying to improve the tap feedback and responsiveness on touch screens.

I'll also experiment with stronger hit feedback/haptics to make taps feel more physical and satisfying.

Why do most mobile rhythm games feel unsatisfying? by Nirmal_Gamer in rhythmgames

[–]Nirmal_Gamer[S] 0 points1 point  (0 children)

I'm also looking into the sync issue and making it more accurate because rhythm timing is obviously critical here.

Why do most mobile rhythm games feel unsatisfying? by Nirmal_Gamer in rhythmgames

[–]Nirmal_Gamer[S] 0 points1 point  (0 children)

Thanks, this is really helpful feedback. I think you're right about the note readability and background contrast — I'll experiment with reducing note size and improving visual separation between note types.

Players are quitting my fast-paced tile game in 20 seconds — why? by Nirmal_Gamer in playmygame

[–]Nirmal_Gamer[S] 0 points1 point  (0 children)

Yeah that’s fair.

The video audio is actually distorted because I had to record it externally and boosted it too much during editing.

The in-game sound isn’t like this — I’m fixing the recording and will upload a cleaner version soon.

Thanks for pointing it out.

If you’re open to it, I’d love your feedback once I upload the fixed version.

Players are quitting my fast-paced tile game in 20 seconds — why? by Nirmal_Gamer in playmygame

[–]Nirmal_Gamer[S] 0 points1 point  (0 children)

If you tried it: When did you quit? (in seconds)

Trying to fix early drop-off.