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Spin Rhythm Custom Levels Guide

Nov 2nd, 2020 (edited)
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  1. Spin Rhythm Custom Levels Guide
  2.  
  3. Easy Difficulty
  4.  
  5. Goal: Introduce absolute beginners to the mechanics of moving the wheel, introduce the music in shorter bursts
  6.  
  7. Length: 1 - 1.5 mins (approx) - Don't let the length drag on with gameplay that is too simple
  8.  
  9. Contains: Match notes, Spins, Spin + Tap
  10.  
  11. Guide: An introduction to the game. Gentle left/right movement, no more than 1 colour per section (between spins), even then try to have less swapping than Normal. Spin Taps are okay but never regular Taps.
  12.  
  13. Normal Difficulty
  14.  
  15. Goal: Introduce players to gameplay and music. Not a challenge, but not boring or mundane.
  16.  
  17. Length: 1.5 - 2.5 mins (approx)
  18.  
  19. Contains: Taps, Spins, Holds, Spin Taps, simple Match notes
  20.  
  21. Guide: Each gameplay section should only contain one colour. It's okay to swap between colours with a big gap in gameplay, or after a spin tap, but multicolor interterence should be avoided. There should be no traps or gotchas here, just occasionally difficult rhythms that match the music.
  22.  
  23. Hard Difficulty
  24.  
  25. Goal: Introduce players to moving the wheel more freely with match notes, introduce colour swapping within sections without the safety net of spins or gaps in play, the obvious flow of the musical line should remain. Introduce Beats in isolation. Introduce Hold Lifts.
  26.  
  27. Length: 2 - 3.5 mins (approx)
  28.  
  29. Contains: Beats (target 10-15 per minute of music), Hold Lifts
  30.  
  31. Guide: When introducing new elements make sure they don't overlap with each other, introcude new ideas in isolation, no annoying design, avoid too many grace notes
  32.  
  33. Expert Difficulty
  34.  
  35. Goal: Develop player competence with beat button and advanced wheel motion
  36.  
  37. Length: Full (with edits if necessary)
  38.  
  39. Contains: Same as Hard, with more Hold Lifts, introduce basic multicolour
  40.  
  41. Guide: All elements should be used freely but clearly, avoid excessive or annoying multicolour interference especially when crossing over Beats
  42.  
  43. XD Difficulty
  44.  
  45. Goal: The ultimate challenge, should push for tough but fair master of all game mechanics in unison
  46.  
  47. Length: Full (some edits for shortness only when necessary)
  48.  
  49. Contains: Beat holds, wiggle holds, all elements crossing over and in unison, multicolour interference
  50.  
  51. Guide: Players should have full mastery of the game mechanics
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