I've been playing a lot of Osu! recently so rhythm games were at the forefront of my mind.
What I've created do far is a target shooting game which, when the music finishes, becomes a rhythm game in reverse. (actually the first bit is the reversed bit but whatever).
The beats which come up are exactly the same as the shots you made but in the opposite order (with timing still intact).
Anyways, so far the game has been more of a challenge to make in terms of programming than design. To be honest, other than the novelty of the idea, I don't feel like the game is particularly strong design wise yet.
There's nothing really compelling about the gameplay but I DO have a few ideas on how to improve that (and I don't mean just juicing it up).
The next thing I'm going to do is increase the number of targets to hit in 'reverse' mode. At the moment it's too easy to hit every one and that makes it seem too much like the rhythm part. The benefits of this are:
- More decisions and strategy in the 'shooter' bit
- More variety in the rhythm part due to the different ways that people will tackle the first part
One good design thing about the game so far actually is the way that the difficulty of the rhythm part is directly related to the players skill in the shooting part. I.e, the second part should always be challenging if the player did their best in the first part. BUT only if the first part has no skill cap (which is another reason for the change in the previous paragraph).
By the way, I also have some older versions of the game.
Versions 1, 2, and 3 are kind of like 'make your own Osu! map in reverse'.
Version 4 is a variation on the shooting (The music is placeholder (The song is by Disasterpiece btw))
Version 5 is basically version 6 (so I didn't include it)
Version 6 is what I described at the start of the post (slightly updated since those screenshots)
HERE IS THE
TO ALL THE VERSIONS OF THE GAME CURRENTLY (minus v05)