The Metronomicon is a fusion of the high-speed, fluid, zen-like state of playing a rhythm/music game with the story-rich loot, leveling, and character building of a full length RPG.
As you work through a cutscene-driven story mode, build a team of four classic fantasy heroes for combat.
Each hero will have their own unique lane of music, with their own choreography. You, the player, can freely move between these lanes; whichever you're playing music on is the hero you're controlling.
And, based on the notes you choose to play, you'll cast a variety of different spells.
The game is birthed from two design desires.
1) To simplify an RPG down to its mechanical roots. Boil it down to just what we think makes it fun. Character building, combat, battle, strategy.
2) How do we introduce strategy into the rhythm genre? How can we make player decision matter?
Every song in The Metronomicon represents the exploration of one wing of a deep dungeon. The foyer of a grand castle, the top of a dragon's mountain. As the song plays on, unlimited parades of monstrous enemies assault you, attacking away.
Use your created team of four heroes to fight back, swapping between heroes (each with their own choreographed instrumental track) on the fly, and playing various rhythm patterns to cast your spells.
Need a cure? Hop over there and play a quick beat. Need a nuke? Jam over to the Black Mage, and play as long a streak as you can. Buff worn off? Pay a quick musical visit to the Paladin.
It's like... if Rock Band were for one-man bands... and every member of the band liked swords.
This game is actually the product of two different design goals that I realized were one.
The first was to create a seamless, fast, constant-forward-motion RPG. One without turns or menus, that streamlined all the strategy, and buffs, debuffs, and weaknesses of the classic RPGs I loved into something Fast.
The second was an exploration of how to introduce greater subjectivity into the rhythm genre. While there are exceptions, most rhythm games supply the player with a stream of notes, without much opportunity for the player to make decisions, and choose where to go or what to do.
Early on, it occurred to me that these two ideas were one and the same. Music has a constant forward motion, a beat, and drives action forward.
For me, at least, The Metronomicon scratches an itch I just wasn't getting from other music games, as much as I loved them. Zen-like tunnel vision state, but with rapid-pace decision making about strategies in battle.
Danny Garfield - Developer, Designer
David Bricken - Sound, QC
David Logan - Producer
Joseph Rintoul - Art Design
Mike Shanks - Character Illustration
Ashley Sarroca - Backgrounds
Paul Manchester - Backgrounds
Andrew Montemayor - Animation
Ian Zell - Animation
Alfredo Plascencia - Storyboards