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Synaesthete is a music-driven arcade-style shooter which seeks to engage the senses with a synergy of light, color, and sound. Synaesthete creates a harmony between player actions and in-game music, in a way that each influences the other. The rhythm and flow of the music is expressed in every detail of the game so that the visual and audio are not two experiences, but one.
A finalist in the 2008 Independent Games Festival and it's pretty rad.
Take the way Rez builds it's electronic music a little more with each level and add in a Robotron style barrage of enemies from all angles and throw in the beat matching keyboard banging of Stepmania and you have this game.
For an independent student project it's a load of fun if you are into a mashup of everything I listed below. It can be played in quick little sessions, the music is pretty rocking, and the game has tons of style.
I have mild synaesthesia, so seeing this thread title was a bit odd.
The combination of games seems cool...but what is Stepmania, exactly?
It's a freeware DDR clone that you can make your own songs for(all you need is the .mp3 and a 'stepfile'--Just a file listing what arrows show up when. You can even make 'em manually.).
The combination of games seems cool...but what is Stepmania, exactly?
It's a freeware PC DDR front-end thingy, DDR except done on your arrow keys.
Edit: Yeah, what yalborap said.
I used it for an example here because I can't think of any keyboard based rhythm games for the PC.
Guitar Hero or Rock Band might be a more topical reference as more people would know what I was talking about, but this has no DDR pad or drum kit, just you and your keyboard.
And magic spells.
Lord Jezo on
I KISS YOU!
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cj iwakuraThe Rhythm RegentBears The Name FreedomRegistered Userregular
edited December 2007
With a name like Synaesthete, the developers must be Rez fans.
You run and dodge with WASD, while playing the beatmania game with JKL(with I for special move).
So you play one handed "guitar hero" while dodging mostners on the screen.
The problem I have with this game currently is the key notes. Too many at once, you can just bash all three buttons repeatedly with no penalty, and the notes don't give any feed back. It seems to go with a music, but not enough. Miss a note, the music still plays. Get a note, the music still plays. Same reason why I didn't like early versions of keymania.
Boss battles are how I'd want the game all the time. Good key notes and you know how to dodge.
C# is the future, man. As programming languages evolve, and hardware gets more powerful, the need to write in lower-level ones continually decreases. Ultimately, programmer time is the most expensive resource that companies have. And while I'll be the first to admit that XNA is not ready for the commercial sector yet, the key word is "yet". I'm sure that twenty years ago, there were a bunch of ASM programmers sitting around making fun of C++ users going "Oh and they're gay for C++ and object-oriented programming". Have you ever tried coding in C#? It's truly a joy.
Considering it was done by like 4 students, I'd say synaesthete is pretty impressive. Makes me kind of unsure if I'll be able to pump out something like that my Junior year. heh.
I was going to say something about C#, but I realized that the above poster is one of the creators of said game and surely knows tons more than I do. So how much efficiency is lost with C# compared to C++, anyway?
From what I've heard, C# runs about 9% slower. I really don't know too much about where that number came from, but I've had not had any performance issues.
From what I've heard, C# runs about 9% slower. I really don't know too much about where that number came from, but I've had not had any performance issues.
From all the dick waving charts I've seen, 9% sounds about right. It really depends on how the code is written (the more you rely on the garbage collector, the slower C# will be).
Personally, I think the performance decrease is a small price to pay for a better programming environment. Game A might be 9% slower than Game B, but Game A is finished and out the door while Game B is still tracking memory leaks in beta testing.
A) The learning curve, which is nonexistent. The first few stages are really easy, and after that, trying to perfectly follow the patterns has like a 500% jump in difficulty. Now, you don't need to perfectly follow them, but goddamn it, with how many hours of stepmania I played, I expect to be perfect by now.
Needs more songs. However, I'm glad that I thoroughly enjoy all the songs in it, at least. I can't get Shore out of my head.
C) Areas need to last longer. You get into the pattern of an area and it's over almost instantly in some, if you're any good. There should be tweaking options like, say doubling-tripling enemy health for those of us who want to take their time and enjoy the areas.
Other than that, I really enjoy this game, despite the complaints of others in the thread. There's just something about rhythm games.
Posts
The combination of games seems cool...but what is Stepmania, exactly?
It's a freeware DDR clone that you can make your own songs for(all you need is the .mp3 and a 'stepfile'--Just a file listing what arrows show up when. You can even make 'em manually.).
It's a freeware PC DDR front-end thingy, DDR except done on your arrow keys.
Edit: Yeah, what yalborap said.
I used it for an example here because I can't think of any keyboard based rhythm games for the PC.
Guitar Hero or Rock Band might be a more topical reference as more people would know what I was talking about, but this has no DDR pad or drum kit, just you and your keyboard.
And magic spells.
I KISS YOU!
Anyway, I'll have to try this out.
Battle.net: Fireflash#1425
Steam Friend code: 45386507
You run and dodge with WASD, while playing the beatmania game with JKL(with I for special move).
So you play one handed "guitar hero" while dodging mostners on the screen.
The problem I have with this game currently is the key notes. Too many at once, you can just bash all three buttons repeatedly with no penalty, and the notes don't give any feed back. It seems to go with a music, but not enough. Miss a note, the music still plays. Get a note, the music still plays. Same reason why I didn't like early versions of keymania.
Boss battles are how I'd want the game all the time. Good key notes and you know how to dodge.
edit: and they are gay for C# and XNA as well oh god
edit 2: A better example of a recent game from DigiPen is Empyreal Nocturne. Doesn't look as good as Synaesthete, but the gameplay is leagues better.
uh, why?
I was going to say something about C#, but I realized that the above poster is one of the creators of said game and surely knows tons more than I do. So how much efficiency is lost with C# compared to C++, anyway?
From all the dick waving charts I've seen, 9% sounds about right. It really depends on how the code is written (the more you rely on the garbage collector, the slower C# will be).
Personally, I think the performance decrease is a small price to pay for a better programming environment. Game A might be 9% slower than Game B, but Game A is finished and out the door while Game B is still tracking memory leaks in beta testing.
Damn you to hell.
My only complaints are:
A) The learning curve, which is nonexistent. The first few stages are really easy, and after that, trying to perfectly follow the patterns has like a 500% jump in difficulty. Now, you don't need to perfectly follow them, but goddamn it, with how many hours of stepmania I played, I expect to be perfect by now.
Needs more songs. However, I'm glad that I thoroughly enjoy all the songs in it, at least. I can't get Shore out of my head.
C) Areas need to last longer. You get into the pattern of an area and it's over almost instantly in some, if you're any good. There should be tweaking options like, say doubling-tripling enemy health for those of us who want to take their time and enjoy the areas.
Other than that, I really enjoy this game, despite the complaints of others in the thread. There's just something about rhythm games.