Despite a perceived expertise in rhythm games, including classics like Elite Beat Agents and the Osu! Tatakae! Ouendan series, a player recently found their skills severely tested by Rift of the Necrodancer. The experience, initially sparked by a Games Done Quick exhibition, led to significant frustration and a humbling realization about the game's demanding nature.

Rift of the Necrodancer presents its rhythm mechanics through approaching monsters on a three-lane track rather than traditional falling notes. Players must press the corresponding directional button in time with the music as monsters reach the end of their lanes. However, the game introduces complexity through varied monster behaviors and the need for strategic input.

Initial attempts to play on a Nintendo Switch with a controller proved unworkable. The player found splitting controls between thumbs or relying on a single thumb to manage multiple button presses during syncopated beats to be too demanding. This led to repeated failures even on medium difficulty, prompting a shift to a keyboard setup on PC, which was anticipated to feel more intuitive.

While the keyboard offered some improvement, the game's core challenge lies beyond simply hitting buttons on the beat. Each monster type possesses unique properties. For instance, green creatures are defeated with a single press, blue creatures require two, and yellow ones demand three. Furthermore, some monsters, like skeletons and bats, alter their position within lanes or across multiple lanes with each subsequent hit, demanding players track not only the beat but also enemy movement and required input sequences. The inclusion of syncopation further complicates the timing.

The disconnect between recognizing the beat and executing the correct, multi-layered inputs proved to be a significant hurdle. The player described a breakdown in communication between their brain and fingers, where the intended actions failed to materialize correctly. This difficulty persisted even with songs at a moderate 120-130 beats per minute, leading to repeated failures within the game's story mode and a profound sense of being outmatched by a genre the player once felt confident in.