Hello!
I had a bit of extra time on my stream since I played a shorter game on my schedule, and I stumbled upon yours.
First off, as a composer and sound designer, I was really excited to play this after randomly picking it out. I got the general gist of the game, and for the most part, if it weren't for the missed timing of the beat count and attack timing, the game was fairly straightforward. It felt like a gamified version of being able to see how accurately I could stay on rhythm.
That said, I saw the previous comments about the bugs in the desync, and I can feel your struggle since I am also collaborating on another rhythm-focused game. I think for your game, the approach you can take is to think of the bpm of the music as an active time event where instead of timing the speed of where you need to hit the circle is precalculated according to the BPM. -> | o |
Then instead of trying to make the event match the music, you have it start when the music starts/loads to avoid the desync. Let the music playing be the trigger instead of the other way around. At which point you then decide which of the beats is to get the actual hit... I'm not quite sure to to explain it in just words... If anything, reach out to me on Discord; I'm GlimMusic on there as well.
I loved the artwork and hope you continue to develop the game!
Regards,
- Glim
GlimMusic.com