The God of Rock has gathered the universe’s greatest musicians to clash for musical supremacy. Battle to the beat by hitting notes in rhythm and unleash harmonic attacks against opponents in this competitive rhythm-fighting game hybrid.
Hello Rockers! We want to give a big shoutout to everyone who played the God of Rock demo last week during Steam Next Fest. We were so excited to see how many of you truly enjoyed the rhythm/fighting hybrid gameplay and to receive some feedback from the community.
We are committed to crafting a great player experience within the game, and so want to share some of the most common feedback that we received during the demo and how we are addressing those issues for the final version of the game releasing on April 18.
Please note this is not a comprehensive list of changes and other issues are also being looked into.
[b]SETUP[/b]
[b]Feedback:[/b] Setting up my fightstick is causing problems because I can’t remap the analog inputs for special moves.
[b]Dev Response: [/b]Fightstick support is included! Analog inputs will be mappable to digital inputs. In addition, we are adding the ability to map special move inputs to non-analog buttons, which will enable support for hitboxes, dance pads, guitar controllers, and more.
[b]Feedback:[/b] I wish I could add my own music to God of Rock.
[b]Dev Response:[/b] Steamworks capabilities will be available to add your own custom music track.
[b]ONBOARDING/UI
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[b]Feedback:[/b] I don’t know how to do left & right inputs simultaneously.
[b]Dev Response:[/b] You can hit both left and right inputs by pressing left on the D-pad and right on the face buttons. D-pad mirroring inputs for face buttons will be stated in the tutorial.
[b]Feedback:[/b] I wish there was a way for me to learn some advanced techniques.
[b]Dev Response:[/b] Loading screen tips will be added to give more insight into how to strategically use or defend against the characters’ abilities.
[b]Feedback: [/b]I’m not sure when overtime starts, and what it entails.
[b]Dev Response:[/b] More UI popups , including Overtime Loop, Overtime Damage Multiplier and Ultra Activation will be added.
[b]Feedback: [/b]I don’t know why Ziggy keeps locking out my inputs.
[b]Dev Response:[/b] Ziggy's attack notes will have a different color, indicating that a miss will cause you to be stunned.
[b]Feedback: [/b]I don’t know which songs fit my skill level.
[b]Dev Response:[/b] Difficulty stickers will be added to all songs (ranges from Very Easy to Very Hard).
[b]Feedback: [/b]I want to have different inputs for another local player.
[b]Dev Response: [/b]Both players will have separate keybindings for local play. These keybindings will reflect uniquely on your own rhythm chart.
[b]Feedback: [/b]I wish this game had a different rhythm track orientation.
[b]Dev Response: [/b]We are currently looking into solutions that will guarantee readability and compliance.
[b]ARCADE/CPU[/b]
[b]Feedback:[/b] I wish the game had an easier starting point.
[b]Dev Response: [/b]There will be a gradual difficulty ramp in arcade mode, slowly progressing from easier notecharts to more challenging ones as more opponents are defeated.
[b]
Feedback: [/b]The CPU is too easy/too hard.
[b]Dev Response:[/b] Additional CPU difficulties will be included. Easier difficulties will be added, and hardest difficulty will be more challenging.
[b]BALANCE[/b]
[b]Feedback: [/b]Once you get a high combo, you get too much meter per note.
[b]Dev Response: [/b]Meter gain for higher combos is being reworked. Rewards are provided on a less steep curve, up to 100 combo.
[b]
Feedback: [/b]Some characters seem to be more overpowered.
[b]Dev Response:[/b] Tweaks are being made to specific characters in order to have a more balanced roster.