Do you mind sharing which browser + iOS version you're using on your iPhone? And is the issue the design or that the music isn't outputting when you try to play?
I've noticed that 1) silent mode and 2) not wearing headphones sometimes causes the muting, but I'm still trying to figure out why exactly some iPhones seem to play fine with headphones and why some iPhones require headphones.
Nice! I just checked out their game -- yes, very similar.
Would you prefer to play a "super hard" mode with disabled pitch and no backspace (and 8 tiles and only 3 listens), or the option to disable the pitch at any level?
I am regretting the name choice a little, lol. Originally we just called it "musical wordle" but we didn't want to infringe copyright with "wordle", and we liked the alliteration in PPP. And then I spent a few hours making the logo in Canva. That was the main reason! :)
There is one question that I haven't entirely figured out how to ask but am curious about -- if we let you adjust the octaves, and if you select the correct note but the wrong octave, would you want the game to highlight the note as "green" (correct) when you submit the attempt? Or would you prefer to have to guess the right octave along with the right note before the answer is accepted?
(Unrelated side note: I am a desktop person, and thus surprised that so many people are playing it on their phones, haha. I'll have to check the google analytics for that.)
I really like this idea! Maybe the 4th color will be pale green (aka you're close)
> Another recommendation: make an easy mode in a single octave for practice. Allow progression to more octaves once easy mode is mastered.
This is unfortunately hard to do in the regular daily game cadence because I'd have to limit myself to songs that span only one octave within the first 6 notes, but I can definitely see it as an easy mode feature in "practice" mode. I'm also thinking that ironically, fixing the octave makes it easier for users because it limits the choices, so maybe:
1. easy: the octaves switch for you
2. normal, hard: you have free reign to switch octaves, but right_note && wrong_octave === pale green tile
Consider if you can simplify the game so that it's only played on one or two octaves, and the full range is shown at all times. I believe that's the best way forward.
Maybe a simple mode (one octave) and an advanced mode (more octaves..).
Thanks for the nice game! And because there is a keyboard right there to compare with the recording, this is just as much a game of relative pitch as it is perfect pitch. (With that said I don't mind the name, it is a fun one and can be good branding.)
I think your current implementation of choosing the octave for us is good, but it would be nice if it was possible to play the notes without guessing them, and thus causing the octave to change(ie moving to the octave of the next note).
If I understand OP correctly that should help with their issues as well. I don't know what an "e" sounds like, but if I'm allowed to play the tones,I can quite accurately decide if it's the correct note or not.
I didn't try hard mode yet, but I suppose one of the harder difficulties could be that you have to choose octave as well. That'd really make it difficult!
I don't think this would really be an issue, since anyone who played the sample and then played their entry would immediately hear that it isn't the same.
Sorry for the confusion here -- you're not the first to ask, but the TLDR is that you can't (right now)!
We do hope to allow octave selection in a future "practice" mode where you're not limited to one puzzle a day, though.
The reason you can't right now is because it gets a little complicated if the user selects the right note but the wrong octave; they'll hear the correct pitch when they play the note, but should we record the wrong octave in the playback, or play the right octave (but potentially cause confusion, because it wasn't exactly the note the user selected?) The easiest thing to do seemed to select the octave for the user, but I'm open to feedback on how to make this less confusing with the maximum fun.
> The reason you can't right now is because it gets a little complicated if the user selects the right note but the wrong octave; they'll hear the correct pitch when they play the note, but should we record the wrong octave in the playback, or play the right octave (but potentially cause confusion, because it wasn't exactly the note the user selected?) The easiest thing to do seemed to select the octave for the user, but I'm open to feedback on how to make this less confusing with the maximum fun.
Is there a big downside to storing and displaying the octave along with the note? (Perhaps you could also give the player an easy way to change the octave of a note after inputting the note, to save them from having to backspace -> change octave -> input note again.)
No big downside; it will just take some refactoring of the code, and I originally hesitated to have three letters in an input box since two letters (e.g. an A#) already fills up a lot of space.
> Perhaps you could also give the player an easy way to change the octave of a note after inputting the note
I really like this idea, and will have to think about maybe putting a superscript next to each input tile (or something) that lets you toggle up or down to change the octave. Will have to think about the design!
Ah -- can you share which browser you're on? I hadn't heard of any bugs with instrument selection so far (until your comment). Thanks!
> I think the easy mode could be easier - people without perfect pitch need to warm up a bit first
Will think about that, thanks! Maybe immediate visual feedback to give you a hint if you're close to the note, or the first two notes are given instead of just the first note? Otherwise I can't think of other ways to make it more easy, but am open to ideas!
> There should be a hard mode where there are no pitches generated while choosing notes.
I challenge you to the "bird_tweet" instrument in "hard" mode, lol. The bird tweet notes are almost indistinguishable it might as well be silent. It's hard even for me!
@aidos Did you try "hard" mode, out of curiosity? If that's still easy, maybe an "impossible" mode with 3 listens, 8 tiles, and no backspaces is something we can do...