Contrary to what I expected, "Modu Beats" proves to be one of my least liked games in here lol
People say the controls are incomprehensible when they are 4 arrows keys and 2 action buttons (basically not any more than old Nintendo NES games). I suspect the problem is that if things start to happen synchronized to music they run the risk of appearing to happen "at random". It could be that the player has the sound turned off or simply experiences sound on a different channel in their brain right now, or that they really expected full control on that part of the game such as shooting. Another possible culprit is the 3D rendering slowing down people's computers not letting the game run smooth. Yet another possibility is that I'm just shit at programming player controls 😂 or maybe I've had them badly explained.
But specifically about the music-synchronized stuff, I'm curious how I can make it better because I am working on a much different but bigger music-based game now. For one thing I think I'm going to need a "tutorial" section where the player can only pass it if they carefully listen to some sounds and act on them, ensuring both that the player has the sound volume set reasonably and that they are aware it's important to listen to, before being allowed to play. Any other ideas on this topic?
Anyway I added a nice patch to ModuBeats where now the game supports playing on a touch screen.
It works great on my touchscreen laptop.
I tried playing the game on my old smartphone. Unfortunately it doesn't run smoothly, but I'm sure some newer phones or beefier tablets can run it.
Bobogoobo
It seems fine to me. After about 30 seconds of playing I understood how everything worked. Some people hate tutorials, some people apparently need their hand held. Guess you can't please everyone. If you make a more expanded game, maybe a brief tutorial level just for the player to learn how everything works would be helpful.