I joked with the artist that she could probably play it on her tablet! But it was definitely planned as a mouse and keyboard game. Though I realized pretty early on it might work well on mobile too (though it might be tricky if your hand is obscuring part of the screen?).
The cursor speed is something I revisited and tuned multiple times. It serves a few purposes:
- Give a constant speed regardless of the player's mouse DPI
- Limit the players ability to just blindly swipe around
- Prevent collider misreads. Even with continuous tracking there's a limit to how fast it can detect things.
- It's a bit like a stroke stabilizer / lazy mouse tool and keeps everything feeling nice and smooth.
I plan on uploading a longer gameplay clip at some point. I'd be interested to know if the cursor speed you see is different from what you experienced!
Her hitbox is the innermost blue circle, I probably should've made the pulses fade faster or start less opaque so it was clearer they're just an effect.
It's definitely more reactive at first. I really wanted to come back and polish those early levels more so they had clearer patterns that would build on themselves like in a Rhythm game, but I just ran out of time. I actually wanted to time the spawn patterns closely to the music's beat as well but again, time :(
Games like osu! and Muse Dash were definitely in mind when thinking about the mechanics, building spawn patterns, etc!
Thanks so much for trying it out and giving feedback! I love discussing this kind of stuff.