PROTOTYPE CHANGELOG · COMMUNITY DISCUSSION

Updates & Ideas

See how the game has changed, why key design decisions were made, and where your perspective can shape the next version.

An open development record

Beat Critters is being shaped in public. The timeline below records concrete prototype milestones rather than marketing promises. Dates describe when each direction entered the working project; “Shipped” means present in the prototype or website, not a public commercial release.

The discussion board uses official starter topics, clearly labeled as prompts. The contrasting viewpoints are not attributed to players and carry no unverified engagement metrics. They help real players understand the tradeoffs, respond with useful context, and introduce alternatives the team has not considered.

DEVELOPMENT TIMELINE

Prototype Iterations

From the first roster structure to a discoverable game website.

v0.8

September 5, 2026

A website built around the game

CURRENT

Expanded Beat Critters into a complete game guide with 24 character profiles, 48 searchable sound previews, stage details, a play guide, parent information, structured data, responsive layouts, and a full site-icon set. Public previews now use compact OGG files instead of the much larger WAV copies.

  • 46 indexable information pages
  • 24 character profiles and 48 OGG previews
  • Responsive and structured-data validation
v0.7

September 4, 2026

Homepage composition and responsive scale

SHIPPED

Reworked the homepage to keep the rooftop stage in the upper performance region, enlarge the seven featured characters, remove stage labels on small screens, and preserve a strong center composition across narrow and ultrawide displays. The redesigned mixer preview replaced the earlier game image.

v0.6

September 3, 2026

A cleaner performance mode

SHIPPED

Separated editing and performance views. Performance mode keeps characters in their stage positions, starts the active lineup, enlarges the cast with motion, and hides floor circles, names, background arrows, and editor controls for a cleaner show.

v0.5

September 2, 2026

Direct character controls

SHIPPED

Simplified stage interaction so a character tap cycles through solo, mute, and normal. Floating action buttons and delete controls were removed. Solo dims the rest of the cast, while mute dims only the selected performer.

v0.4

September 1, 2026

Reliable drag, swap, and return behavior

SHIPPED

Aligned the dragged full-body character with the pointer, highlighted valid floor circles, prevented unavailable tray characters from being dragged, added animated position swaps, and made below-stage release return a performer to the original tray position.

v0.3

August 31, 2026

The seven-performer stage system

SHIPPED

Established seven fixed stage positions with stronger scale near the center, horizontal movement on small screens, stereo panning based on left-to-right placement, and lighting motion that increases one level with each added performer.

v0.2

August 30, 2026

Neon Howlers roster and styles

SHIPPED

Defined the first 24-character team, five sound families, Rooftop and Neon Overdrive character styles, two loop variations per performer, and an architecture that can support additional teams, stages, backgrounds, and themes.

OFFICIAL DISCUSSION STARTERS

Help Shape the Next Build

Prepared topics for real feedback—not fictional player testimony.

GAMEPLAYDISCUSSION STARTER

Should an empty stage begin silent or offer a starter groove?

A completely empty stage teaches the system honestly, but a quiet first screen may feel less welcoming to someone who has never built a mix.

Why it could work

A subtle starter pulse gives immediate energy and helps a new player understand tempo before choosing a character.

What could go wrong

Silence makes the first placement feel meaningful and avoids suggesting that a hidden groove belongs to the character soundtrack.

DEVELOPMENT NOTE

Keep the stage silent, then use a short visual hint around the beat family. The next playtest should measure whether first-time players can create sound within ten seconds.

Your turn

When you first open the game, would you rather explore freely or receive one guided character suggestion?

MOBILEDISCUSSION STARTER

Should phones show all seven performers at once?

Fitting the full lineup into one phone width makes the structure visible, but characters become too small to read and drag comfortably.

Why it could work

Seeing all seven positions at once makes the arrangement immediately understandable and reduces horizontal navigation.

What could go wrong

A horizontally movable stage preserves full-body art, comfortable touch targets, and stronger differences between center and side positions.

DEVELOPMENT NOTE

Preserve character scale and allow controlled horizontal stage movement. Edge hints and automatic centering still need testing.

Your turn

Do you value seeing the complete lineup more than having larger performers on a phone?

AUDIODISCUSSION STARTER

Should stage position change stereo balance?

Spatial audio connects sound to the stage, but wide panning can make a mix feel unbalanced on headphones or a single phone speaker.

Why it could work

Position-based panning makes rearrangement musically meaningful and helps separate sounds occupying a similar range.

What could go wrong

Players may move a favorite character for visual reasons and accidentally weaken an important central sound.

DEVELOPMENT NOTE

Use gentle proportional panning with a safe maximum instead of hard left and right channels. Center positions remain the strongest anchor.

Your turn

Would you expect moving a performer to change only the look, or the sound as well?

CONTROLSDISCUSSION STARTER

Is tap-to-cycle solo, mute, and normal easy to remember?

One direct interaction keeps the stage clean, although three sequential states can be less obvious than separate buttons.

Why it could work

The cycle works with mouse and touch, avoids tiny icons, and lets the character remain the main control surface.

What could go wrong

A player may forget the order or mute someone accidentally while trying to restore the whole mix.

DEVELOPMENT NOTE

Retain the three-state cycle and add a brief two-second message near the top center. Visual dimming provides a second confirmation.

Your turn

After trying it twice, does the cycle feel natural, or would a long-press menu be clearer?

CREATIONDISCUSSION STARTER

Should saved mixes capture visuals as well as sound?

A configuration can preserve only the musical lineup or become a complete scene containing stage, styles, lights, and exact positions.

Why it could work

Saving every visible choice lets a shared link reproduce the creator’s performance and supports future video export.

What could go wrong

More properties can make remixing feel rigid and complicate compatibility when new teams and styles arrive.

DEVELOPMENT NOTE

Save the complete configuration while allowing remixers to reset visual choices independently from the character lineup.

Your turn

Which part feels most personal: the sounds, character positions, or visual theme?

ACCESSIBILITYDISCUSSION STARTER

How much lighting motion should performance mode use?

Responsive beams make a growing lineup exciting, but rapid movement can distract players or create sensory discomfort.

Why it could work

Lighting that expands with the cast gives clear visual feedback and rewards a full performance.

What could go wrong

The strongest setting should never be required, and visual energy must not reduce character readability or comfort.

DEVELOPMENT NOTE

Offer calm, standard, and high-energy levels, honor reduced-motion preferences, and keep audio identical across settings.

Your turn

Would you choose a lighting preset each time or set one permanent comfort preference?

CONTENTDISCUSSION STARTER

Should future teams mix together on one stage?

Cross-team lineups increase creative combinations, while team-only stages preserve a clearer visual and musical identity.

Why it could work

Mixing teams lets players keep favorite performers and creates more surprising sound combinations.

What could go wrong

Different art directions and loop systems may clash, making a carefully designed team feel less coherent.

DEVELOPMENT NOTE

Design the data model for cross-team compatibility, then test it only after a second team has a complete sound set.

Your turn

Would you prefer carefully themed teams or the freedom to combine every character?

What useful feedback looks like

“Make it better” tells the team that something feels wrong but does not reveal where. A stronger note includes the screen size, input method, number of characters on stage, action taken, expected result, and actual result. Creative opinions are equally valuable when they explain the desired feeling: calmer, faster, clearer, funnier, more surprising, or easier to understand.

Feedback does not need to agree with the current direction. The most helpful disagreement identifies the tradeoff and proposes a way to test it. Multiple viewpoints can remain valid for different modes, devices, ages, or accessibility needs.

For feature status, read the development news. For interaction details, use the complete play guide.