NattyC wrote:
everything you have said is just wrong. this gamemode will be mapped differently to osu! meaning that the components for making a map good will be different. your trying to use the same rules to judge this gamemode even though it isn't the same. new ranking rules would have to be make to rank maps of this gamemode and if you don't understand that then I don't think your smart enough to even be talking about this as you clearly don't at all understand the concept of a different idea. you have contradicted yourself and others because you have said that this is totally different to mania because the notes do not fall which is a point that I have been making all this time and now your saying the same thing as me. stop with the stupid arguments that make no sense and maybe try doing something useful like giving me some good feedback or just go away because your just complaining about nothing for stupid reasons. Also if you looked at the animations you would know how the notes would be displayed to the player. It is also very easy for the player to read. Also you said that it would just be circles appearing from all locations but that is just the same for osu!. stop trying to argue with me as you clearly don't know what your talking about when it comes to game design. I try to be understanding but if your going to be this stupid then just go away. I want to talk to smart people. If you want to be smart and talk to be privately then I can explain why your wrong. add me on discord NattyC#6487
He is giving you good feedback. The problem with your mode is that there isn't anything (as far as I can tell) interesting about it. There's nothing of substance, nothing that makes it special. There's no meat. I'm not trying to berate your idea, however I think even your description of it lacks depth.
So what I understand about your game mode is this: People have certain slots that they can place notes. These notes correspond to specific keys on the keyboard and players have to make an input every time a circle is at its apex. And? What makes this game mode
special? Why should a player want to play this instead of any other game mode? That's the question I was trying to get you to answer with my previous comment. Why would this mode be more special, more interesting, or an improvement on any of the existing modes?
You say it would be different because:
NattyC wrote:
The reason why this would play differently and requires a different play style and skills is because I made it so that it would be like playing Osu! but without any tablet or mouse input.
But that's just mania, taiko, and catch the beat.
You say you want it separate from mania by diversifying the rows of keys that this is played on, however you could just rebind the keys to be on different rows for mania. Or you could play Starcraft to music or something like that if you want different key inputs to link to different commands.
You say your mode will be easier to map, but that might actually end up being a bad thing. Simplifying things so much will result in fast stagnation. Nobody will want to map for your mode over extended periods of time because there's nothing special about it. How do you improve upon something with only a single facet of difficulty? Your mode might be fun to try out for half an hour, maybe an hour, but it won't keep players dedicated to it. To do that, ther needs to be depth. Standard, mania, taiko, and catch all have depth to them in vastly different way, however your mode is just "click the circles to the beat" with no strings attached.
Again, I mean no disrespect here, so if you have answers to all of this please explain to me and everyone else who seems to be in the same position as I am. I have no problem being totally wrong about all of this as long as you offer me a sound reason why this mode not having anything to call it's own is better than it having a unique element.
tl;dr - I don't see how adding this mode will benefit anyone in comparison to the amount of work it would be to make.