Gameplay Mechanics

Core Rhythm Gameplay (Memory Resonance System)

  • Note Types:
    • Tap: Standard note.
    • Hold: Sustained emotional connection.
    • Swipe: Memory transition/acceptance.
    • Double/Triple: Complex emotional spikes.
  • Visual Design: Notes are not abstract—they appear as memory fragments (fading photos, leaves, raindrops, light particles).
  • Judgment: PERFECT, GOOD, MISS. Affects Dissonance Meter.
    Example below

Source: Osu (from my laptop)

Dissonance Meter

  • Function: Fills on misses/GOODs. At full, memory shatters, Pianist reverts slightly, player retries.
  • Narrative Tie: Represents depressive thoughts overwhelming clarity.
  • Similar to a “Fever” stage
    Example below

Source: Muse Dash (from my steam library)

Narrative-Driven Difficulty

  • Easy: Simple patterns for calm, reflective memories.
  • Hard: Complex, dissonant, rapid-fire for traumatic revelations.
  • Unlock System: Beat a song to see its memory cutscene; higher scores unlock deeper “memory layers” (hidden story notes) similar to Append levels from Project Sekai.

Integrated Tutorial: “First Lesson”

  • Context: Childhood memory. Father teaches Eun-bi basic piano.
  • Mechanics Introduction:
    1. Tap notes = pressing individual keys.
    2. Hold notes = sustaining a chord while father harmonizes.
    3. Dissonance concept = “If you lose the rhythm, the feeling falls apart. Let’s try again.”
  • Emotional Payoff: The lesson ends with father’s leitmotif—now a nostalgic anchor.

Other posts

Leave a Reply

Your email address will not be published. Required fields are marked *