> The pairs of modes involved depend on the player’s velocity; the exact rules are spelt out in the mathematical details, but it’s easy to experiment using trial and error.
My first playthrough I quickly got it to where the amplitude was minimal, so then I just dropped low frequency low amplitude sinusoids for a while until I got bored. The following tries didn't go so well, but I guess even if I don't get the amplitude low I could still use the low frequency sines trick. I think this could be nice as a potential teaching tool for how sinusoids and waves combine. Sort of along the lines of this small game I made when I was a TA for an intro to acoustics class in college: https://goatesheard.com/ncg
This is wonderful. I think, ultimately it doesn't end up being a game as much as it is a wonderful way of looking at waveforms, simply because there is no goal except minimize. There should be an api so you can write code to pick the optimum changes for each drop.
1. Make it so two hands can be used. If have to keep repositioning my fingers then I can't remember what each key does. Perhaps WADS and IJKL.
2. Phase: should not bottom out, it should allow for unlimited movement in either direction (wrap around). Should have same spatial/screen movement regardless the frequency, so scale up the phase shift as frequency drops.
3. Frequency: Fix the curve at center of the screen when adjusting frequency, instead of the left edge. Currently imbalanced: the right side move a lot and the left is fixed. Hard to do fine adjustments.
Also QUERTY vs QUERTZ keyboards, Y and Z are flipped so that A/Y makes no sense. That is a really common issue, for example also with programs that want to use the keyboard to play piano. Use scan codes instead of key codes. [1]
I don't think 2 hands are needed, but WASD might be more intuitive. W/S to increase/decrease amplitude, A/D to decrease/increase frequency, Q/E to increase/decrease the phase.
Definitely agree on the slower bit. I would love to play a much slower version of this at least to learn the controls better and also think through some strategy.
If it sped up over the course of the game that would be great.
I looked at it on mobile, so I couldn't actually play it, but can't you just fix a period and amplitude and alternate the phase forever or just set the amplitude to 0?
Arguably, minimal frequency + phase adjusted so the falling sinusoid has only negative values in the playing area is "more optimal" (more room for error).
Seems like you can just increase the period arbitrarily large and then shift it in time such that the graph is entirely occupied by the values of the sinusoid less than zero.
This is too boring as you can drop a straight line every time that minimally changes anything. The game is extremely repetitive and doesn't require any thinking. It's like tetris but you always get the line piece and the speed ramps very slowly.
I agree, it needs scoring based on how much you actually manage to reduce the sinusoid. Currently you aren't punished for a null change.
Also the general game design is broken in a few other ways:
- no clear indication when a loss occurs. I played for a while and didn't realise a loss had occurred half way through my playing
- you quickly reach a single dominant frequency since you instinctively try to match the frequency of the current sinusoid
- you can control every parameter of the incoming wave, which means this isn't much like tetris, where you can't change one of the parameters of the incoming block (its shape). I would suggest locking some aspect of the incoming wave, which would also fix the next issue
- there are too many controls and they are also not easy to change quickly
[1] https://gregegan.net/BORDER/Soccer/Soccer.html