00:05:658 (1) - to 00:22:023 (3) - The same rhythm for eight bars here will make the player feel bored. I don’t recommend repeating the same rhythm more than four times. I think you could change the rhythm for the last four bars. Here's an example (increase the rhythm density to improve playability, or you could design it yourself):
Agreed, I'll do some rhythm variance starting from 00:14:386. I'll do this in order:
I did something else for rhythm, but should still keep players engaged.
Resolving when updated
My concern at the time was having consecutive gameplay duration for too long, since if I excluded these breaks then the next breaks would be at 01:15:637 which is after 75 seconds of non-stop gameplay. I lean towards giving the newer players more breaks and not let gameplay run on for too long. Easy has some breaks early on so it doesn't have gameplay as long, so the tradeoff was I mapped that section in Easy but not in Normal, to balance out the break times and gameplay duration.
But now that you point it out, yeah I can map this part normally. Realizing that in this case my concern is a non-issue, and mapping the build-up would be cool. Resolving when updated!
(Probably tomorrow)
Original intent was same as Easy, it's mapped to the high pitched noises. I want to keep the breaks in this case since I want the map to pick up when the song's intensity increases 00:21:852 (1) here.
I'm mainly mapping to this layer since I didn't want to map to the "main melody" and be expected to continue mapping to it until 00:21:852 (1), I think I tried that once and the gameplay kinda suffered for it
(Any other suggestions are welcome, just for the current logic I followed the breaks make sense)
Edit 2025: Breaks are removed and replaced with gameplay now. MB