Difference between revisions of "Rythym Action Models"

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(Actually added conceptual models)
(No difference)

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.