I'm a critical person at heart, so I wanted to share my opinions on osu! and hear what you agree/disagree on.
Warning: I tend to focus on potential issues, so this is likely going to sound like a rant. This does not mean there are not good points, I'm just not as good as pinpointing them.
Background: I have played Stepmania for 5+ years, now mainly as casual play as I failed to improve significantly. I'm playing osu! on-and-off, usually playing a week or two and not touching it for months. I have also tried various other rhythmic games and its various simulators, but mostly only for a short while.
"Game engine"
To start out positively, I have to praise the game engine. By game engine I mean the execution of the game concept, the interface, and similar. Stepmania, FlashFlashRevolution, Frets on Fire, etc., not comparing the actual gameplay, are just crappy in one way or another. Stepmania is crappy in so many fronts I don't even want to get started, flash alternatives lack features and sometimes have timing issues, FoF and a lot of other simulators feels like they needed another year or two of development. osu! is pretty solid, so at least for free rhythmic games engines, the best one I know of.
Adding/installing new beatmaps works great, it is simple and you don't even have to restart the game. I dare to say there is not a single other rhythmic game engine which allows you to update the maps in-game. It integrates online ranking, something you usually only see in the flash based engines. Etc.
There is a lot of minor stuff which is often omitted in other engines. For example searching. osu! even has advanced searching, haven't seen that in any other engine. The skip song intro feature is a nice detail as well. You can easily see all your previous highscores, something that feels so basic, but which is rarely the case with other engines.
I do think the interface could use a bit of work.
ETC.
I could probably go on forever, but most of it is minor stuff anyway, not a game breaker... However there is one major thing in my opinion. Moving around the song list is quite a bit worse than most other rhythmic games. They separate song and difficult selection in such a way that you nearly always end up being on the difficulty you want. In osu!, if you use the keyboard, you always end up on the first or last, and often can't see all the variations, even though there usually is enough room for in on the screen. With the mouse, it is hard to quickly iterate over the songs, as the point you need to click in order to go to the next point changes depending on the amount of variations. Neither method feels good compared to other engines.
Some filtering would also be nice, I don't want to see Catch the Beat maps when I'm only interested in standard...
As a final note to the engine, I couldn't figure out the audio Synchronization thingy at all. In Stepmania you just tap to the beat, and it figures out your offset. This one seemed manual, but I didn't quite get how you would get it accurate with just those moving bars...
Scoring mechanics
To be blunt, it is just ridiculous. To make scoring grow quadratic based on the combo means that pretty much only combo matters. While I think combo shouldn't matter in a rhythmic game, only accuracy, I do see the point of including it in the case of osu!. But making it the most important thing doesn't give a good estimation of how well you played. I hope I don't need to convince any of you of that... But I still feel like I have to ask, is there anyone who thinks the scoring system for osu! is good?
I don't like that spinners have no maximum either, as this means once you hit 100%, spinners means everything. I think it is better just to have a maximum score and let players share the position.
My preference is to play without mods, but since mods affect the score, this is annoying as you can never get a decent ranking, as everyone who care about their ranking do play with mods. (Also the multiplier is "broken" with quadratic growth, just saying...) I can however understand if some people might like it, and I would probably had begun playing with it if it had not been for one mod, DoubleTime. Promoting the use of a mod which destroys the music goes against the core principles in rhythmic gaming, if you ask me. If I had anything to say, I would make it so it did not change the multiplier.
Gameplay
I like the concept in osu!, it is fresh, as most rhythmic games basically is pressing buttons in one way or another. (beatmania, DDR, guitar hero, taiko, etc.) Here there is some pointing with movement to be followed. Much potential to be found here.
That said, it failed to impress me. While there are some parts that I think could be improved, I believe that it is mostly the beatmaps fault. There are few were I'm really feeling the music, and too many I think are stupid or just random. Maybe osu! power of expression is a double-edged sword and it is a lot harder to make decent maps? Nevertheless, I'm trying to convince myself that it is just me that is not getting it, or that I just isn't good enough to play the good maps, so I keep playing.
But let me get this out straight away, spinners are stupid. It is a circular movement which should be done as fast as possible, so it should represent something fast or energetic in the music. A bit abstract, but there are surely music out there were it could make sense. That neither timing or keeping a specific speed matters is a bit shady though.
However it feels like it is added without much care in many maps. The end of a section? Place a spinner. The song ended and is slowly fading out? Place a spinner for SPEEED, POWER!
Sliders, essentially "holds" in other games, have the cool property that they carry motion and shape, instead of just being static. Can be great if done right, but again, it appears like it is not easy to do so. Sometimes it also feels random, for example the music repeats a pattern twice, but the map uses straight sliders for the first time, and curved ones for the second time.
Moving on, life is decreased by the use of life drain, which seems odd to me as I don't see why time matters. Basing it just on accuracy seems to work well in most other games. I don't like how some beatmaps bump the life drain so you don't have much of a free room to make mistake, just because they want to. One particular map had a tricky part, followed by a series of long sliders, to force you to perform well in the tricky part. If you messed up a bit, you would slowly die during the slides, as they provided much less life than the amount which would be drained. Thus the difficulty of passing was increased by making a part of the map slower...
More of an observation: Pauses are also handled differently in osu!. I think it is only game I know of which allows you to pause while playing a song. With DDR, especially on pad but also on keyboard, you need a bit of stamina to do it properly. (Those half hour marathon songs aren't nearly as fun if you can just pause whenever you want.) Does osu! not tire you out on the higher difficulties?
Also not really found in other games are pauses in the middle of some maps. Again, I'm curious to why. (While I personally find them anti-climatic, I wouldn't say there is anything wrong with them.)
Geez, this is already an evil wall of text. The final judge will be my play history.
Warning: I tend to focus on potential issues, so this is likely going to sound like a rant. This does not mean there are not good points, I'm just not as good as pinpointing them.
Background: I have played Stepmania for 5+ years, now mainly as casual play as I failed to improve significantly. I'm playing osu! on-and-off, usually playing a week or two and not touching it for months. I have also tried various other rhythmic games and its various simulators, but mostly only for a short while.
"Game engine"
To start out positively, I have to praise the game engine. By game engine I mean the execution of the game concept, the interface, and similar. Stepmania, FlashFlashRevolution, Frets on Fire, etc., not comparing the actual gameplay, are just crappy in one way or another. Stepmania is crappy in so many fronts I don't even want to get started, flash alternatives lack features and sometimes have timing issues, FoF and a lot of other simulators feels like they needed another year or two of development. osu! is pretty solid, so at least for free rhythmic games engines, the best one I know of.
Adding/installing new beatmaps works great, it is simple and you don't even have to restart the game. I dare to say there is not a single other rhythmic game engine which allows you to update the maps in-game. It integrates online ranking, something you usually only see in the flash based engines. Etc.
There is a lot of minor stuff which is often omitted in other engines. For example searching. osu! even has advanced searching, haven't seen that in any other engine. The skip song intro feature is a nice detail as well. You can easily see all your previous highscores, something that feels so basic, but which is rarely the case with other engines.
I do think the interface could use a bit of work.
SPOILER
For example the options menu, it is hard to find what you need without searching. Searching is usually nice and fast, but it only works if you know exactly what you need and what the it is called (synonyms makes it no easier). An easy way to improve it would be to show all the groups in a collapsed state.
The in-game looks like a normal input field, but it doesn't behave like one. It has a text cursor, but you can't move it, making it pointless. None of the normal shortcuts works, etc...
The beatmap stats uses abbreviations such as CR and AR, which a new player would not know. Since the interface uses tooltips, there should be at least a tooltip explaining them.
Having replays are nice, but I have not figured out the playback controls. I want to skip directly to the part I have trouble with and replay it several times so I'm sure I know what is going on, but I don't know how to do either. (If the point of interest is at the end of a 4 min song, it would take 2 mins to get there with 2x speed, at the risk of overshooting it...) Even if the feature is there, the interface fails if the user can figure out how.
If you failed the beatmap, to watch the replay you have to press F1. Since there is room for it, why not just have it as a button as the other options? (consistency) Also, when the replay is over, you a presented with a blank screen where you can do nothing, but to exit to the song list. Replay, retry buttons where?
The in-game looks like a normal input field, but it doesn't behave like one. It has a text cursor, but you can't move it, making it pointless. None of the normal shortcuts works, etc...
The beatmap stats uses abbreviations such as CR and AR, which a new player would not know. Since the interface uses tooltips, there should be at least a tooltip explaining them.
Having replays are nice, but I have not figured out the playback controls. I want to skip directly to the part I have trouble with and replay it several times so I'm sure I know what is going on, but I don't know how to do either. (If the point of interest is at the end of a 4 min song, it would take 2 mins to get there with 2x speed, at the risk of overshooting it...) Even if the feature is there, the interface fails if the user can figure out how.
If you failed the beatmap, to watch the replay you have to press F1. Since there is room for it, why not just have it as a button as the other options? (consistency) Also, when the replay is over, you a presented with a blank screen where you can do nothing, but to exit to the song list. Replay, retry buttons where?
ETC.
I could probably go on forever, but most of it is minor stuff anyway, not a game breaker... However there is one major thing in my opinion. Moving around the song list is quite a bit worse than most other rhythmic games. They separate song and difficult selection in such a way that you nearly always end up being on the difficulty you want. In osu!, if you use the keyboard, you always end up on the first or last, and often can't see all the variations, even though there usually is enough room for in on the screen. With the mouse, it is hard to quickly iterate over the songs, as the point you need to click in order to go to the next point changes depending on the amount of variations. Neither method feels good compared to other engines.
Some filtering would also be nice, I don't want to see Catch the Beat maps when I'm only interested in standard...
As a final note to the engine, I couldn't figure out the audio Synchronization thingy at all. In Stepmania you just tap to the beat, and it figures out your offset. This one seemed manual, but I didn't quite get how you would get it accurate with just those moving bars...
Scoring mechanics
To be blunt, it is just ridiculous. To make scoring grow quadratic based on the combo means that pretty much only combo matters. While I think combo shouldn't matter in a rhythmic game, only accuracy, I do see the point of including it in the case of osu!. But making it the most important thing doesn't give a good estimation of how well you played. I hope I don't need to convince any of you of that... But I still feel like I have to ask, is there anyone who thinks the scoring system for osu! is good?
I don't like that spinners have no maximum either, as this means once you hit 100%, spinners means everything. I think it is better just to have a maximum score and let players share the position.
My preference is to play without mods, but since mods affect the score, this is annoying as you can never get a decent ranking, as everyone who care about their ranking do play with mods. (Also the multiplier is "broken" with quadratic growth, just saying...) I can however understand if some people might like it, and I would probably had begun playing with it if it had not been for one mod, DoubleTime. Promoting the use of a mod which destroys the music goes against the core principles in rhythmic gaming, if you ask me. If I had anything to say, I would make it so it did not change the multiplier.
Gameplay
I like the concept in osu!, it is fresh, as most rhythmic games basically is pressing buttons in one way or another. (beatmania, DDR, guitar hero, taiko, etc.) Here there is some pointing with movement to be followed. Much potential to be found here.
That said, it failed to impress me. While there are some parts that I think could be improved, I believe that it is mostly the beatmaps fault. There are few were I'm really feeling the music, and too many I think are stupid or just random. Maybe osu! power of expression is a double-edged sword and it is a lot harder to make decent maps? Nevertheless, I'm trying to convince myself that it is just me that is not getting it, or that I just isn't good enough to play the good maps, so I keep playing.
But let me get this out straight away, spinners are stupid. It is a circular movement which should be done as fast as possible, so it should represent something fast or energetic in the music. A bit abstract, but there are surely music out there were it could make sense. That neither timing or keeping a specific speed matters is a bit shady though.
However it feels like it is added without much care in many maps. The end of a section? Place a spinner. The song ended and is slowly fading out? Place a spinner for SPEEED, POWER!
Sliders, essentially "holds" in other games, have the cool property that they carry motion and shape, instead of just being static. Can be great if done right, but again, it appears like it is not easy to do so. Sometimes it also feels random, for example the music repeats a pattern twice, but the map uses straight sliders for the first time, and curved ones for the second time.
Moving on, life is decreased by the use of life drain, which seems odd to me as I don't see why time matters. Basing it just on accuracy seems to work well in most other games. I don't like how some beatmaps bump the life drain so you don't have much of a free room to make mistake, just because they want to. One particular map had a tricky part, followed by a series of long sliders, to force you to perform well in the tricky part. If you messed up a bit, you would slowly die during the slides, as they provided much less life than the amount which would be drained. Thus the difficulty of passing was increased by making a part of the map slower...
More of an observation: Pauses are also handled differently in osu!. I think it is only game I know of which allows you to pause while playing a song. With DDR, especially on pad but also on keyboard, you need a bit of stamina to do it properly. (Those half hour marathon songs aren't nearly as fun if you can just pause whenever you want.) Does osu! not tire you out on the higher difficulties?
Also not really found in other games are pauses in the middle of some maps. Again, I'm curious to why. (While I personally find them anti-climatic, I wouldn't say there is anything wrong with them.)
Geez, this is already an evil wall of text. The final judge will be my play history.