A 10-key rhythm game where both the notes you hear and the notes you play are procedurally generated. Tap and hold notes through eternal, ever-changing melodies! Demo with 5 collections, 20+ tracks.
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Дата выхода:
12 дек. 2023 г.
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Демо

Сыграть в EternAlgoRhythm Demo

Полная версия игры

 

Об этой демоверсии



Hey all, I'm Agecaf and I've been making EternAlgoRhythm, a rhythm game on PC with procedurally generated music and tracks.

Some games in the past have made their charts/beatmaps procedurally given some pre-existing music, which can sometimes make it so that the music and the charts don't match as well as they could. In this game, both the music and the charts are generated procedurally together at the same time, making sure that they match.

This game is inspired by piano improvisation. It uses 10 keys to play the melodies like it was a piano, with higher notes on your right, and lower notes on your left; though you can easily change the number of keys to any number between 1 and 10 if that's how you prefer to play. And, just like when you're improvising music, the music follows patterns, but always changes the details, and it can go on for as long as you'd like.



Does this use AI and Machine Learning to avoid hiring musicians and charters? No. Each collection uses handcrafted algorithms which requires musical, programming, and charting skills to pull off good tracks. At the moment I'm the only one making tracks, but I hope more will follow in my footsteps. The editor is and will continue to be available within the demo itself, so that anyone can make and share their tracks. The demo will also have the ability to play any custom tracks other people make.

What will be the differences between the demo and the base game? Mainly it'll be the number of collections, the demo has 5 at the moment whereas the base game will have 12+ at launch, with more coming as free DLC; I think it might be fun to add more collections to the demo over time by letting players vote on their favorite tracks, but the ideal ratio would be around 1 collection in the demo for every 5 collections in the base game.

Another factor will be the Steam Integration; you'll get access to achievements in the base game, and in the future, if I get around to do it, leaderboards and the workshop to share custom tracks more easily. Bugfixes and new features will also likely be available earlier to the base game than the demo.



Is this game perfect? No. The UI is clunky (it was originally designed as keyboard-only then I somehow got it to also work with mouse), the audio quality is lower than I'd like (in part because I can only use audio samples that can be redistributed, instead of making music pieces using good virtual instruments or recordings), the framerate is not always super consistent, and I haven't been able to playtest it nearly as much as I should have. Still, I don't want to spend 8 years making one game, nor do I want to make a game that is forever in Early Access; I want to learn from my mistakes and make more, better games instead.

The demo is here so that you know first hand if the game's faults are ones you're willing to overlook or dealbreakers.

This is a rhythm game that superficially looks like ones you might be familiar with. However, it is unlike any you've played before. There's no full combos, you can always get a larger combo. There's no memorizing the charts, they always change. There's different combo types; from streaks and chains which let you make some mistakes; to grace and excellence that don't count "good" notes as "good enough".

It might not be everyone's cup of tea, but it could be yours! And what better way to find out than by giving it a try?

Системные требования

* С 15 февраля 2024 года клиент Steam прекратит поддержку 32-битных игр, а также macOS 10.14 и более ранних версий.
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