Unity - Completed - NEKO PAPALA [Final] [Matsuri Studio]

  1. 4.00 star(s)

    ClickerQueen

    I had to really focus to play this game. Like rhythm games are NOT my thing. I couldn't take the time to drink or get turned on, cause it takes too much focus. That means my review is based more on my experience with the rhythm mechanics.

    As rhythm games go, I felt like this was really well done. The notes actually match the music really well. I've played some procedurally made rhythm games, and having the notes fit the music makes a huge difference.

    The controls make a lot of sense. I feel like I'm fighting the controls too much with something like guitar hero or OSU. If you have a good keyboard, this is especially easy to get into.

    Main downside is that the ratings are extremely strict. I can't get more than a C on an easy song, and everything else is straight Fs. Luckily, it doesn't look like this is consequential to advancing the story, so I can have fun with it.

    Do we have any other rhythm games on here? I'm really curious to try more.
  2. 2.00 star(s)

    ShinV

    In short, an attempt was made, but perhaps the developer should have taken more pointers from the games that clearly inspired this one.

    Good:
    • Nice art
    • Nice songs, all of which seem to be originals
    • Notes are properly synced to some aspect of the music (mostly, as far as I can tell)
    Bad:
    • Grindy and repetitive after you exhaust the song selection
    • No control remapping (the only settings are the sound settings)
    • Notes are visually identical and travel on angled paths, making it difficult to establish proper timing
    • There is a huge window for a missed or bad input on approaching notes, making it extremely easy to drop a combo
    Terrible:
    • The end of a held note is itself a note, except the player has to let go of the key instead of pressing it again. This is incredibly unintuitive.
    • It is 100% up to the player to determine proper timing. There is no way to alter note speed, nor is there any sort of assist mode or any other way to tell when a note should have been hit, making much of the game guesswork when it spams notes.