
RESONANCE
Resonance
Chrystal-chan has a sword and a cave full of gems coming at her in four lanes. You decide which ones she hits.
Press a lane and she blinks over and cuts it. PERFECT, GOOD, CRACK, or the crystal sails past and you both pretend that didn't happen.
Hits are what score. Resonance is the multiplier stacked on top. Fill half and you're doubling, fill it and you're quadrupling. One miss takes five clean hits off the meter, which is a rough exchange rate, and entirely the point.
There's a square closing in on every key. When it's sitting on the key, swing. That's the whole trick, and you'll still miss.
You can't die. Whatever happens the song finishes, and the results screen tells you exactly how it went. S to D, no mercy, though it does keep your best.
Is it balanced? Absolutely not. I spent that time on the cave, and honestly, look at it. Every crystal that gets past you does so against a gorgeous backdrop, which we feel is a fair trade.
Original soundtrack by my friend PITT.
Controls
← ↓ ↑ → or D F J K, the four lanes
Esc for menu
| Updated | 3 days ago |
| Published | 4 days ago |
| Status | Released |
| Platforms | HTML5, Windows, macOS, Linux |
| Rating | Rated 5.0 out of 5 stars (1 total ratings) |
| Author | MENDSERGON |
| Genre | Rhythm |
| Made with | Godot |
| Tags | 2D, Atmospheric, Music, Pixel Art, Short |
| Content | No generative AI was used |
Download
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Comments
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Very well made game, fun track to listen to as well. I have one question on the note timingis - are they positioned right on the beat with margin only before the beat? I might be wrong but it feels like your margin of error is getting you to press them earlier. This could also be just a web input lag issue though.
I did not have enough time to time them well tbh. However the point is to hit them when they are at the bar’s lever, not inside the arrow keys, I know is is confusing xd. Web lag could possibly be making this worse. Thanks for playing my game!
For rhythm games it can be useful to add snapping to allow for automatic timing to the bpm from code. I get the visual refernce, but what I was thinking was that it is better to also be able to hit them late. The point is to have the timing target in the middle of your margin of error - so then you don't need to play behind the beat, but on the beat.
Will surely take a look at it on the first patch. Thanks for the feedback!
Would love to see this game on PixelDeck!
Will surely take a look as I am not familiar with it. Thanks for the comment and for trying out Resonance!