Rizline is the second game made by the studio Pigeon Games. Their first game was another game called Phigros. With only two games under their belt, they’ve hit it out the park with both titles.
Rizline, unlike most games, is played holding the phone vertically (portrait) rather than horizontally (landscape). This means that it limits the user to only use two fingers when playing (but that won’t stop me).
As of writing this, Rizline currently has 58 songs in its catalog, with only 18 of them being pay-to-play. Speaking of those pay to play songs, this game handles paid songs slightly differently from other games. This one is coin based. Where most games have packs of songs to purchase, this one has coins. All songs only require one coin to unlock. I find this to be pretty nice, for it allows a user to get songs they like rather than getting some they like and dislike.
On to the gameplay. Most people don’t mention this (and I have a stray Apple Store review to thank for this), but this isn’t a precision based rythem game. What I mean by that is you don’t have to click exactly where the note are. It’s purely based on timing. As most reviews say about this, this does not mean that the game is easier. All this means is that this allows charters for the game to be able to make levels more visually pleasing. There’s a little area below the gameplay area that lets you click and not block any of the game.
The game has three kinds of notes. The basic tap note, where all you have to do is click once anywhere on the screen. A hold note, where you have to click and hold the screen until the note finishes. And lastly drag notes, where you can hold the screen like a hold note as well.
This entire game is extremely fluid, where half of the reason is also because of the UI. Unlike most games, all songs are actually together in bubbles, kind of like an Apple Watch app screen if you seen one of those. And all info about a song is around the cover art after you play a level, but hidden behind a tab button to make things easier on the eyes. Also, rather then having to click on that tab to view scores, the song selection screen actually has rings around song covers to give the user a estimate on their max scores without having to expand for more info. A partial gray ring shows that level was failed. That ring closes the father the user failed in the song. A almost closed blue ring shows that the user completed the song. And a yellow/gold ring shows that a user has perfected the level.
When looking at the more detailed scoring (shown above), there is a percentage rating showing how close a user was to perfecting a level. The max a user can go (or the max I’ve been able to achieve in songs) is 120.0000%. Anything over 100% means you’ve completed the song.
The one thing I don’t see many people talk about is the profile card in the game. I haven’t had any chances to use it, or know how it works, but I can guess it’s like a collection thing. This is just my personal guess, but I think it’s like the Mii’s on the 3DS, where if you’re near people, you can trade cards via Bluetooth and collect each others cards.
Other than everything I’ve mentioned, this game has so much to offer. I personally found this game to be a favorite of mine, along other games like Phigros and Muse Dash. Each game has the same concept behind it, but approach it in such vastly different ways. The game is free to play and has a lot of free songs to give a try if you don’t feel like spending any money.
As a final side note, if you really like this game and have a pc, there’s a pc game called Notanote that works just like this game. Notanote is completely free as well and just as visually incredible to look at as well. (I might do a review of it in the future)