Difference between revisions of "Rythym Action Models"
From UtterChaos
(Actually added conceptual models) |
(No difference)
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Revision as of 13:59, 8 March 2006
Music Intensity During a Stage
Beginning
The intro is slow and sparse. Keeping it slow helps the player get used to the beat. Keeping it sparse allows it to get cluttered later.
The first few battles will be slow and easy, so the player should have no trouble finishing them off and getting pumped.