Love the 'old console' dev scenes - the ways people deal with the hardware constraints are always so interesting. Making a rhythm game there sounds like a tricky problem. I'm not sure what audio demons you had to exorcise to get it working, but I hope it was more fun than frustrating. I think Crypt of the Necrodancer also lerps enemy animations after post-beat player input, but that wasn't an option for my tiny resolution.For more fun takes on rhythm games, check out this Roguelike Celebration talk from last year - some people in the Necrodancer community got together and added synchronous networked multiplayer (!!!) to the game. Black magic, haha, and it was a great reference when I was starting this project up.
https://www.youtube.com/watch?v=zwhNSbFVKQM
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