
In Sonar Beat, your most valuable ally is rhythm. Your super secret nuclear submarine is under attack and only the most intense musical defense can save it! Boost your senses and launch a counter attack to the music to save yourself.
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Languages: English*, French*, Italian*, German*, Spanish - Spain*, Simplified Chinese*, Korean*, Japanese*, Polish*, Portuguese - Brazil*, Russian**languages with full audio support
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[h1]«Sonar Beat»[/h1] [b][i]Смесь ритм-игры и кликера. Сложное испытание для пальцев.[/i][/b] Геймплей: https://youtu.be/eBH5PlHIcQU В этой аркаде приятная минималистичная графика, отличный дизайн и 12 потрясающих треков, которые разблокируются по мере прохождения. Наша задача – не дать вражеским битам переместиться к центру. Для этого нужно вовремя жать кнопки мышки, иногда зажимать одну из них или щелкать обеими одновременно. Игра сложная, врагов очень много. Только успевай щелкать. Тут уже не до ритмов, тут задействована реакция глаз и рук, хотя ритмы присутствуют, и враги генерируются им в такт. Жаль, что нет легкого режима для желающих расслабиться, поиграть в удовольствие, а не соревноваться на попадание в топ доски почета. Лично меня такой динамичный геймплей быстро утомляет, а от интенсивных щелчков начинают болеть пальцы. [Автокликер в этой игре не применим!] [i] Обзор был написан для группы [url=http://steamcommunity.com/groups/Obzzor4ik]Обзоры Онлайн[/url]. Почитать другие отзывы можете[url=http://store.steampowered.com/curator/28776273/] тут[/url].[/i]
[h1]***Many thanks go to Cold Dingo for proofing this review. Developed by [i]Life Zero[/i], [i]Sonar Beat [/i](SB) is a rhythm game themed on defeating enemy proclamations by discovering them on a radar wheel. Described below, SB has adequate soundtrack-stages consisting of intriguing melodies to prevent stagnation of even repeated sections. As per the usual with music-based titles it retains an accessible controls layout while being difficult to achieve complete proficiency. I feel I must state that I received [i]Sonar Beat[/i] through Curator Connect from the developer for review purposes.[/h1] Here are just a few items to consider: Gameplay – As can be expected control mapping is immensely simplistic, consisting of left- and right-clicking each prompt representing defeating antagonists that appear as blips on a radar. Cues may also have the player extend the note by holding the activated command, involve both left- and right-clicking to be used simultaneously, or a combination of the former two actions; these uncomplicated requirements evolve into intense player demand for accuracy. A special ability has been implemented when the player blunders an allotted number of prompts and failure is imminent: a fail-safe screen-clearing effect removes enemies from immediate view. If the player completes the stage without utilizing said power, a large amount of points is awarded so as to impress their position on a global leaderboard. Timing calibration-from my own personal experience-appears genuinely accurate during play, even with my laptop which tends to have inadequacies in performance overall. Ultimately, [i]Sonar Beat[/i] fixates on point scoring and leaderboards as its fundamental drive to replay bested stages, though the soundtrack and audio cues aide in keeping this task far from a tedious afar. Audio - Obviously, audio has to be evaluated with any product centered primarily around music, and said element is quite appealing in SB. The soundtrack utilizes consistently challenging command inputs and curiously relaxing music to forge an experience that belays discouragement with its rhythmic swayings. Enemy invaders that act as the intended beat are accentuated sufficiently throughout each track to orient the player to the necessary reaction. One of the fundamental issues I have with SB is that the primary mode of focus-between the drumbeat, rhythm, and lead sections-shifts at certain intervals throughout the song, which appears quite jarring in the first instance; complacency is achieved with practice of each particular song. TL:DR - [i]Sonar Beat[/i] is a competently-developed rhythm game that utilizes the context of musical cues as opponents to be defeated by employing timed button prompts. This title retains an uncomplicated control scheme that expands in complexity, as demanded by the theme. SB is not necessarily revolutionary, but it is functional and fun, and well worth the price. I recommend this title to those that enjoy rhythm games, as well as to those that appreciate casual titles. Thanks for reading. Do you feel this review helped in any way? Feel free to visit my Curator Page at [url=http://store.steampowered.com/curator/9793734/]Spearpoint Reviews[/url].
Later levels are barely playable. Whatever service the game uses for login seems to be down (probably their website), which also means three achievements are broken: checking the rankings, sharing your score, and obtaining all achievements. As a rhythm game it's very barebones. There are some nice parts to it, and after beating the game I sort of got used to it, but I wouldn't really recommend it. The calibration didn't help much and can't be adjusted manually. During play there is absolutely no indication of timing, so I don't know how to try to adjust the calibration, if that even is part of the problem. Hits just don't seem to register properly a lot of the time. Maybe because it's hard to follow what the notes are timed to. Maybe because of how the game prioritizes your input to targets that are closer to the middle (that's actually a good thing). Or maybe the timings are just weird and very strict. Most of the later levels have fast hits which are very hard with the one button setup (second button only does anything for simultaneous notes in multiple circles). It's also very hard to count them, so you'll just spam and hope you don't hit one too many and break your streak. The concept sounds cool in theory, but in practice you just end up spamming keys (to little avail, since the timing is so weird) and you're hitting off-beat notes in the inner circles all the time. The reaction time is quite short, so you can't prepare for any complicated segments. Pro tips: you can use keyboard and mouse controls at the same time. MAYBE if you're really good and can unhook the two sides of your brain, you could use that to hit fast notes while also doing double hits. More usefully, if you hold down the primary button, you can use the secondary button to hit notes (except pinks), and it won't break your combo if you miss (most of the time?). However, it does seem to stop increasing your combo after a hold. You might be able to rack up shields this way, but if you're in the middle of the level you'll have to make sure you're hitting a target when you start holding down. Also, I tried to release hold ends slightly earlier than I would hit a normal note, before the sweep reaches the circle, and that seemed to help.
I've been a musician for almost 15 years and have played rhythm games since the very early days of Flash Flash Revolution in 2002, I should not be having this much trouble hitting notes on the beat. I calibrated the game several times but some songs just absolutely do not want to register notes properly. I don't know if this is a bug, poorly conveyed timing with the interface, or what. On top of that, the actual mechanics are very poorly shown and taught. Plain beats are easy enough, but there's both double beats requiring two keys, as well as double circle symbols, and it's never explained at all how these work, especially when notes fall very close to each other but on different lines. None of the elements of the interface are 'explained' except held notes. What are notes that seem faded and ghostly, away from my line indicator? When do I take damage and/or lose a combo, when I miss a note or when it seems to travel to the center? When you have literal milliseconds to process visual information in a music rhythm game, you simply can not obfuscate this much information to the player and leave them to figure so much out on their own. The most infuriating part is that the beat of the song has no indications and the game actively tries to obfuscate it. There's no visual pulse to show the oncoming rhythm, you only have a 3-count to prepare your timing, and if you miss notes, they'll play a sound effect that plays completely independently of the song, totally throwing off the rhythm of what you're listening to. When so much of your music is abstract ambient soundscapes, including a song in the TUTORIAL, with no clear rhythm or drum track or anything, it absolutely kills your ability to be precise. It's an interesting idea to have a rhythm game based on a rotating sonar interface but the mechanics are far too abstract, unclear and/or buggy, and too much of the music is just not proper for a rhythm game. I just can't recommend this.
Como Super Hexagon, un juego a buen precio y corto (pero que vas rejugarlo mil veces. Y aunque te logres pasar todas las fases del tirón te costará casi una hora completarlas) Otra diferencia es que tiene más logros que pasarte el juego sin más. Si puedo sacarle una pega es una que saco a varios juegos musicales complicados: Las primeras veces en lugar de tocar las notas al ritmo te centras más en sobrevivir (Pero esto se soluciona con práctica que consigues si no te rindes y sigues rejugándolo)
Eu quando vi o trailer fiquei bastante confuso acerca do jogo, mais propriamente como se jogava, mas assim que joguei o tutorial vi que não é nada do outro mundo, e que é bastante divertido! Tem um gameplay muito bom assim como as músicas que o acompanham em questão. Para os fans de jogos deste estilo, acho que este jogo vos irá deixar muito satisfeito, tal como a mim me deixou. Deixo aqui o meu Gameplay de algumas músicas e diz-me se não tenho razão! Inscreve-te no meu canal para mais Jogos Indies fantásticos! Junta-te ao meu Exército Indie! :P https://youtu.be/OmNuoh8d7lE
A different way to play rythm games. The people how like rythm games will love it.
This is a very addictive and fun to play game, If you want to work onyour hand to eye coordination then give this game a go! Catchy beats, good learning curve and simple but challenging gameplay make this a lot of fun when you have a few minutes here and there.
A pretty little game with an interesting visual concept merged with the gameplay: it’s a rhythm game where the notes follow the circular shape of a radar, like a submarine. Thus, the notes appear in a circular order, less linear than in other rhythm games, a little bit like in the persona dancing games. However, in this game every note you fail keeps coming at the center of the radar, like an enemy that dodges your attacks (in fact, every note is really an “enemy” on the radar), and the game ends when one note/enemy reaches the core, in other words, your own ship.
游戏上手难度太高了,不知道是不是我电脑的缘故,在游戏里消除泡泡的时机是雷达线碰到泡泡前一点点,而非一些其他音游里的时间线触碰到泡泡的瞬间,这一点实在让人感觉到特别别扭。虽然那个时机在音乐节奏上。
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