01:06:180 (5) - 02:11:635 (3) - 02:33:453 (5) - 02:55:271 (5) - 03:38:907 (5) - 04:00:725 (5) - 04:22:544 (5) -
Can you confirm again that the current snapping choice of these is what you intended instead of 1/6s?
02:12:402 (1) - 02:32:856 (1) - Let’s talk about the rhythm in this section. The problem is that you’re following the vocals too closely. If you don’t design the rhythm based on the characteristics of the song's sections and instead follow the vocals everywhere, there will be no distinction between different sections. This can be fatal in longer songs as it makes the gameplay too monotonous.
-Analysis of the song itself:
1.02:12:402 (1) - 02:21:777 (6): This part is characterized by sparse drum beats rather than vocals.
2.02:23:311 (1) - 02:26:038 (1): The drum beats disappear, and the focus shifts to an 8-bit sound effect.
3.02:26:038 (1) - 02:28:765: Light percussion appears here and then fades out at 02:28:765 (3).
4.02:28:765 (3) - 02:30:129 (1): Pure vocals.
5.02:30:129 (1) - 02:32:856 (1): Vocals combined with sound effects.
-Suggestions for designing rhythm based on the song's characteristics:
1.Use the drum beats as the main active rhythm here:
2.Focus on the sound effects rather than the vocals. Since the drum beats disappear, leaving a large gap here is fine and can create a contrast with the previous section:
3.Change 02:26:038 (1) - to three notes.
4.Follow the pure vocals, but since it's just vocals, the rhythm should be sparser. You can try adjusting it like this:
5.There’s no big issue here, but you could change 02:30:129 (1) - to two circles to better reflect the vocals + sound effects and increase the intensity.
i like these suggestions. made edits to the sections based on this
i want to keep 02:28:765 (1) - a 1/1 slider because i think it better represents the whole note there better than just a circle.