However, since your car is not going full speed again yet it would be unfair to have the music come back full speed as it would put you off of the rhythm. As your car slowly starts to get back up to speed over the following 3 seconds, the music picks back up. That also means that the music that this rhythm game is using in the background also has to stop, to keep the rhythm. ![]() What Fraoula managed to do here was to have the car get hit, by a block or car or some other object, and so your car will stop. It’s that first hit to your car that I want to talk about because that mechanic could’ve broken the game if implemented incorrectly. If you get hit more than once, you’ll be sent back to whichever last checkpoint. And upon doing that you will most likely find that you can take exactly only one hit to your car. Upon starting a level for the first time just jumping right in and ignoring any of the other options (like I do), you’ll see that you have to figure out how to play the game on your own. ![]() But the one thing that I did not expect was an audio mechanic that was in the actual gameplay itself that I want to focus on. This is to be expected of course in a game that is entirely trying to evoke the feeling of the 80’s and that retro feel. The selection screens are full of nice little throw back sounds that pay homage to a day gone by. The audio effects in this game are totally fun.
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