This mod is insanely cool but it's strength is also it's weakness. Having such a limiting movement system in an entirely randomly generated open world like Minecraft makes things kinda clunky, slow, and uncomfortable. But it would be really cool to see custom maps made to play to the mod's strengths, like a adventure map with custom noteblock music for different areas and a block grid system to help the player visualize their movement in the world
as someone who plays osu!, osu!mania and fnf, here some things that could possibly improve the mod in my opinion: - Hit Judgements seeing how fnf has stuff like "Sick!" and "Good!" maybe adding some kind of hit judgement could reward you further then just allowing you to play the game normally (healing you if you hit something perfectly maybe?) (blocks giving more drops if you break it on time) - Allowing the player to play faster if you allow the player to hit twice as fast as the bpm, (1/2 notes or 1/4 notes) it could make it more playable as well as retain the rhythmic aspect (maybe damage the player if they're offbeat?) - More Rhythm maybe applying the stuff to crafting or scrolling through your inventory could be fun (crafting on beat could affect the durability of the item or the amount you get like in Fundy's RNG Mode) - Combos if someone were to retain a combo(playing on rhythm without missing a beat), you could code it so it makes it more satisfying and more rewarding to do something like that (more damage the higher the combo or smth like that) - Edited Vanilla Timings if you were the change the bpm, the way swords, axes, breaking times and eating times probably wouldn't feel consistent with one another. Maybe changing the cooldowns based off the bpm could be a neat idea if someone want really fast gameplay at something like 200 BPM+ I've really liked what you've done so far with combining Minecraft with Rhythm Games, and these are all just my opinion at the end of the day(plus like 70% of these are probably impossible to code lol), keep it up!
if you're feeling up for continuing you could go all in with the rhythm game: make all the scenery and mobs bounce around to the beat, make mobs move to the beat, mine to the beat just like the Mystery Skulls songs. It'll be a lot of work though another idea is to just allow the player to move/mine/etc at a decent speed by default, _but_ if they move to the beat, they get way faster, and similar with combat and other actions, so that it's more of an incentive to play well instead of a punishment for not playing well
i think mining would be a fun and satisfying thing to tie to the beat as well, so depending on what tool you are using every click on a beat would break the block a little bit. for example if you hit a tree with your fist once it would be %15 broken and will stay 15% broken until you stop hitting it for around 1.5 beats it will then reset. if you keep hitting the wood it will add another 15% onto the block every hit (15% to 30% to 45% etc.) if you mistime a hit it would do way less dmg (like 5% or something) once it hits 100% or more it will break. tool would simply make you deal a higher %.
i really want to see this developed further. what I would want to see is block breaking animation also being to the beat and a change to sprinting. I suggest making Ctrl key cue the “sprint” so you lose a bit of hunger and move 6 blocks maybe instead of 3
If you decide to re-iterate on this work (you should, the idea isn't bad) think about instead of making you crit when you hit an attack on a note, just removing the cooldown, imo it feels more satisfying to hit several notes in sequence than one occasionally. Consider a change in that control scheme too, the problem with this is simply that it draws too much from Crypt of the Necrodancer when Minecraft has many more interactions that could be tied to rythm other than movement, but if you must, you could make the player gain a speed boost from sprinting + hopping to the beat.
Honestly, you should try to go for a HI-Fi Rush route That game is a rhythm game/fighting game where you need to beat up baddies, and you can attack at relatively any time. But if you try to hit the button inputs to the beat and stay on rhythm, you'll get a much stronger attack Maybe a Minecraft Rhythm game could do something like it, where it has the same idea of a beat in the background, but hitting monsters, placing blocks, among other things, would be more effective when on beat, and less when off beat No idea how that would work for block placing, but I feel like having this video's limited movement would be a nightmare to control properly so I thought I'd bring it up
IMO since it's CotND-inspired, attacking should show you a responsive cd, like "Cooldown! 3 beats..." repeatedly each beat, breaking blocks can be hold notes theoretically, overall the system needs to feel more responsive and satisfying to immerse the player
You know what would be cool? (idk if this is too hard to implement but just a thought) You could make it be each biome type has it's own rhythm, for example plains is the normal beat why dessert is a more western type beat or jungles having a Jungle like beat. Also adding music like you did in the video would be cool too. But I love this concept!
Imagine add audiosurf 2 mechanic when somg intense it become speed up the game and song not intese will slow your game Edit: extra the game speed jumping when song has repeat beat