It's a concept for a game with the gameplay being heavily based on the music the player selects to play. All kinds of feedback are greatly appreciated.
I've uploaded the images with the explanations as an album on Imgur. At some point the concept mentions a youtube video that helps understanding what I mean.
Link to the gallery with the images and explanations
https://imgur.com/a/xp8rk
Link to the YouTube video
Gameplay concept for a music game similar to Audiosurf. Feedback appreciated.
Could be pretty cool! Something to think about: these games, in which the challenges that arise are determined by music rather than pre-crafted, nearly always have a mechanism by which you can see "into the future" of the track. Usually, by means of a literal track that you're traveling down (or is traveling towards you), so you can see how the obstacle-generation algorithm is going to interpret upcoming musical features. It'd be very frustrating if this weren't the case; you can't predict what the algorithm will generate, because your experience of music as a human is different than what an algorithm will be able to deduce from the sound file.
I'm not saying to you have to have a track, but perhaps consider what mechanisms would offset the prediction problem. For example, the boss might have "tells". (A laser attack is coming, so some organelles inside the "core" start crackling with electricity, or a supernova attack is coming so the core starts drawing particles inward.) It also might be nice to allow rewind, where the player can rewind to previous states of play to try again. This is another way to allow foreknowledge of obstacles without showing them literally on a track: let them experience them, then go back and use their memory of the "future" to guide their actions.
Could be pretty cool! Something to think about: these games, in which the challenges that arise are determined by music rather than pre-crafted, nearly always have a mechanism by which you can see "into the future" of the track. Usually, by means of a literal track that you're traveling down (or is traveling towards you), so you can see how the obstacle-generation algorithm is going to interpret upcoming musical features. It'd be very frustrating if this weren't the case; you can't predict what the algorithm will generate, because your experience of music as a human is different than what an algorithm will be able to deduce from the sound file.
I'm not saying to you have to have a track, but perhaps consider what mechanisms would offset the prediction problem. For example, the boss might have "tells". (A laser attack is coming, so some organelles inside the "core" start crackling with electricity, or a supernova attack is coming so the core starts drawing particles inward.) It also might be nice to allow rewind, where the player can rewind to previous states of play to try again. This is another way to allow foreknowledge of obstacles without showing them literally on a track: let them experience them, then go back and use their memory of the "future" to guide their actions.
Thanks for the feedback. I understand what you mean by "seeing into the future" and why it's necessary. I have already thought about things similar to the examples that you mentioned, but this gives me a better understanding of why it's necessary.
But I don't like the rewinding feature. 1. it would make the player quite overpowered, even if the amount of rewinds would be low. 2. if the game rewinds, so does the music so it would break the flow of gameplay and music. and 3. the player has a health bar. that means there is some tolerance before dying. it allows for some errors to happen.