Because they’re both on the backbeat, you’ll very frequently find yourself moving down when you want to move left and vice versa. As it is, though, going down and left are super uncomfortable. Up for beat 1, right for beat 2, down for beat 3, and left for beat 4. I feel like the controls would be way better if the rotation was condensed into 4 beats instead of 2. Why is the order up » down » right » left? I’d understand clockwise and counterclockwise, but who thought it would be comfortable with the directions ordered this way? In what universe do they make any sense the way they’re positioned? Even worse is the fact that going down and left requires you to hit the backbeat. The way you have to time these directions fucking suck. Beat 1 makes you go up, the backbeat of beat 1 makes you go down, beat 2 makes you go right, and the backbeat of 2 makes you go left. You’ve gotta rhythmically time your presses to the music, and each beat corresponds to a direction. You can’t just pick and choose which way you want to go like a normal person. The problem is that these controls are awful. The basic concept of this game is that you’re navigating your way through a maze in which you have to use rhythm to control yourself. It uses a concept that sounds good on paper but the way they execute it makes it the worst experience you’ll ever get out of RHDS. Glass Tappers might have a lot of kinks in it, but it’s still a decent game. It brings an element of weirdness into the game that wasn’t as present with the previous three. However, I like the varied designs of the characters that eventually crosses into the “what the fuck am I looking at” territory. In Glass Tappers, the light taps and holding down controls both sound and look so similar to each other that it’s easier to mix them up. Moai Doo-Wop uses these same controls, but it’s more clear on how quick your light taps have to be, and there’s more discernible differences between holding down and quickly tapping. It gets more frequent at higher tempos where you hold down for less time. The game sometimes confuses light taps with holding down on the touch screen. The music is just an 8 measure jingle that, while relaxing, wears out its welcome and loops a bit too frequently.
And because it takes over 4 minutes to get to that point, the game starts off as unsatisfyingly slow as molasses, and how repetitive it got already at that point, I generally don’t have any sort of motivation to play again just to reach where I left off. I mean, I saw a glimpse of something new when I was around 40 points in, but that’s where I messed up and the game stopped. You start to see more of the same stuff the further you get into it, unlike in Samurai Slice where they actively mix everything up. Its cues are about as versatile as Samurai Slice, but I feel like the number of patterns are just too limited. There’s a lot more room for error, and it’s easy to get the hang of the repeated patterns and tempo changes. It makes it so that you’re more likely to mess up immediately at the start of each section from the way the game tosses you into it instead of on your own accord.Īnyways, Glass Tappers is a lot more steady paced than most Endless games. You’re given 2 whole beats of each new tempo before you’re thrown into the next section. Finally, they don’t give you enough time to adjust to the tempo changes. It renders the points system even more meaningless than it already is. The way the moon works with the coin system is RNG, meaning your score on this game is basically affected by random chance as well. I would’ve loved an original melody to associate with this version, but the re-used music makes it the most forgettable iteration of Samurai Slice. For one, it re-uses music from the original Samurai Slice. The multiple lives also make this game more forgiving than the previous two, and its general mechanics mean you’ll be a lot more tempted to play this one than the others.
It forces you to count and calculate what beats you’re supposed to hit and flick on before they actually happen. This one’s actually really good! It has a wider variety of cues instead of the single cues the previous games had, and they really use the different cues to their advantage by mixing them up.