Perhaps the most prominent thing I was thinking about during my time with Rytmos was what it lacked. The Empty Space Between: Rest for 8 Measures In this game, the only things to do are interact with these solar systems or click on the albums to listen to your music. The concept is cool, but my interest and engagement with the songs waned quickly. While I enjoyed listening to the vast majority of songs I created while playing, none of them are things I’d put on my phone or even be interested in listening to outside the game. The only significant issue with all of this is inherent with the concept of procedurally generated music in the first place it doesn’t do anything outstanding with the compositions themselves since they’re made based on your input. Here I can play a keyboard along to the music as an actual pianist, this made me happy. I especially appreciate System Sato’s Japanese environmental music. So right away, I can say that I was thoroughly impressed by the range of sounds presented in this game.įrom synth to 8-bit music to Hawaiian and Ethiopian jazz, this game combines various instruments and styles to assemble a well-rounded package. The defining quality of the game and the reason most people would buy it is the music. This randomization usually only leads to an unsatisfying end to a planet, or an overly complex beginning, making me question why these challenges aren’t just given in a set order. I have only a few gripes, namely the fact that the challenges on each planet are in random order. Overall, the game is fun, each new mechanic gave me a new thing to think about, and I thoroughly enjoyed my time with most of it. This puzzle asks you to move the ice block in tandem with shifting the stage around, which is neat. Unfortunately, I kept accidentally hitting the goal after not getting every emitter because it was easy to do the puzzles normally. The game becomes completely trivial if you don’t care about hitting all of them. That is one of the issues, though the emitters are the only satisfying goal in Rytmos. However, I experienced several stretches where I felt stumped trying to get every emitter. This makes for a simple, enjoyable puzzle game that tests your knowledge and skill. You can’t go back on your line but can cross it in another direction. It mostly plays it straight as a puzzle game, having sound emitters you can hit with your line. The gameplay in Rytmos is, I’d say, about 40% of the reason you’d want to buy it, with the other 60% just being to experience the sounds. – Image By Monica Phillips Drawing The Line On the other hand, every system before this one has a clean and splendid look, with this one being the outlier, so the lesson here is ‘less is more.’ The pixelated aesthetic of this whole system comes off as a little rough and unpolished. Much of the visuals might be on the verge of a little too simple for some, but I think, as shown by the final world, Hyperstition, too much detail gets distracting and makes things messy. Everything has this pastel look that can perfectly convey information while being nice to look at. Everything is done with flat colors, basic shapes, and a nice-looking color palette. The visuals of Rytmos are simple and elegant, and they usually work well. Square Waves and Square Shapes This planet has the texture of one of those novelty Hawaiian shirts, and I love it – Image By Monica Phillips. It’s also surprisingly short, only about 3 hours at best. Unfortunately, it’s held back by a few flaws: the music inherently feels a little random and uninteresting. Rytmos is a fun puzzle game that happens to play the music you incidentally create by playing the game. The only thing I saw wrong up-front is that it’s called Rytmos and not Rythmos a missed opportunity. Something about music that varied entirely based on your input was appealing, so I checked it out. The game featured in this Rytmos review, is an indie game I’ve had somewhere on my radar since October of last year when it got shown off, and I was impressed by the concept. If you’ve been around the gaming scene for a while, you’ve probably heard of a thing called “procedural generation.” it’s the type of randomization used to generate your Minecraft worlds, and studio Floppy Club has used this same kind of technology to make a game about music.
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