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(+1)

Cool artstyle. I play a lot of rhythm games (and made some simple ones as well). 

The game is lacking basic feedback for understanding the result of your input. There is delay on the sound feedback and no visual feedback, this makes a rhythm game super hard to play as you have no correction cycle during the gameplay so you play 'blindly'. The sound delay is a classic problem because the game engine usually adds around 100 to 150 ms of delay for on-demmand sound effects no matter what. For this style of gameplay, I would suggest scheduling the sound of success to play exactly on the beat for every expected, and then showing the visual feedback (perfect, good, bad) dynamically. This is the way I found the easiest. The hard (and correct) way is to write low-level code to play a sound directly to the sound chip without the full sound pipeline to reduce the response delay to a minimum. Usually requires C++ or some native plugin.

I made a lockstep clone (from rhythm heaven) in the scheduled way described above. And the last rhythm game I made for gmtk jam, you can take a look on my itch page (Karaoke SQUAD).

The second point is the difficulty curve. The second level already adds a lot of off-beats and syncopations. I thought it was too early to go crazy like that.

Hope I can help! Good work on the project, congrats, and good luck if you keep working on it!

(+1)

This is super helpful feedback- thank you! I had such a hard time wrangling my sound scheduling. I even tried a method where I output samples with a second of silent lead up so I can query the godot audio engine for its current buffer latency (something I found possible form a github issue), but I still couldn't get it to be as consistent as I wanted. It looks like there's actually a PR for godot 4.7 that may be accepted which allows more fine tune control / scheduling with the engine so there isn't a need for so much hackiness. 

I plan on giving this game another round of design outside of any hard deadline because I really wanna get this feeling right. 

Thanks again for playing and for the feedback

(+1)

Nice. Good luck! I use unity so I have no idea about the technical details on godot audio :( but yeah, delay handling is the first programming thing to solve, or the first design thing to go around, if you can't solve the delay the 'right way' haha

In Unity you can schedule audio ahead of time. But playing a sound on demand will ALWAYS give you a delay that's too big to be acceptable as the success/failure feedback sound