Rhythm Quest Devlog 36 — Level 3–2 Revisited

Level Order Restructuring

You’ve probably noticed that this is labeled as level 3–2, which I had already showed 4 devlogs ago, originally featuring the teal jump+attack enemies. After some feedback on the difficulty of this mechanic and further thought, I ended up deciding that I should postpone the introduction of the jump+attack combo enemies until world 5, where they can be introduced in various forms throughout that world.

Other Stuff

I updated the level metadata code to also parse “actions per second” for each individual checkpoint of a song rather than for the entire song. This lets me see at a glance (roughly) which sections are most difficult and what the overall difficulty looks like over the course of a son. The entire song metric was sometimes being thrown off balance by particularly light sections, so this should be a little more accurate as a numerical gauge of difficulty.

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DDRKirby(ISQ)

DDRKirby(ISQ)

9-bit chiptune artist and indie game developer — http://ddrkirby.com/