I have some other small gripes with the UI-the health bar is too far from the notes, making it tough to glance over and get a quick read on how my health-and my opponent's health- s looking. Vertical lanes would improve the experience tenfold, especially when playing with a keyboard. With four inputs to keep an eye on and poor rebind options, I found it difficult to read more dense note charts. There's a reason games with horizontal notes are often relegated to one or two input lanes-horizontal note charts are an absolute ballache to read. Not only that, but some UI choices make reading notes in God of Rock an arduous task. As well as hitting the opponent with a cluster of random notes, these abilities can do things like rapidly changing the note speed or letting me heal up if I'm taking a beating. Each character has three supers and an ultra move that can be thrown out with some more traditional fighter inputs like half and quarter circles. This is where Modus Studios throws an extra sprinkle of fighting games in. Matches don't end until one player falls, which means two people with perfect timing could be locked in an infinite battle with the note chart becoming increasingly difficult. Hitting a note at the same precision as my opponent causes both of us to block attacks, but getting more accurate time lets me break through their defenses and wallop them. Instead of lengthy move lists and dedicated punch/kick buttons, God of Rock's battles take place with note charts scrolling across the bottom of the screen. Fighters and rhythm are two of my favourite genres, so the idea of a game that marries the two was music to my ears.
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