Deemo is a rhythm game, similar to Cytus, Tap Tap and other rhythm games. It has the piano as its main theme. Players tap or slide the notes that fall downwards from the top as they land on the judgment line at the bottom of the screen.
By selecting Play at the bottom, you will move to the collection selection screen where a song collection may be selected. Selecting a collection leads to the song selection screen. Further in the game, more rooms may be unlocked, some being Home Screens of their own (Basement, Top Floor, Alice's Room).
The Settings menu is located at the bottom-right of the screen, which allows you to adjust certain aspects of the game to suit your preferences.
To change difficulties, select the note icon beside the song title. Most songs have 3 difficulty settings (a select few have 2 or 4). For beginners, a level range of 1 to 4 is recommended.
Sliding up or down on the screen scrolls through the songs. Tapping the screen selects the song and a volume/ speed customization window will appear:
The volume selection allows players to adjust the BGM (background music) and Key Sound volumes respectively.
The speed determines the time in which the note appears and the speed it falls from the top of the screen to the judgment line. It ranges from 0.5 to 9.5, with the option to change it in multiples of 0.5.
Pressing "Start" here will lead to the Game Screen.
This screen is where the rhythm component of the game is played. The bottom line is the judgment line which notes will fall towards from the top of the screen.
The small glow moving rightwards on the top line indicates the progression of the song. The glow colour is dependent on the difficulty level being played.
Tapping the eighth rest icon at the top-right corner of the screen (or anywhere above the top line) pauses the game:Through this menu you may:
- Resume (slur): Return to wherever you left off. There is a short delay between selecting Resume and the game actually resuming for you to prepare.
- Retry (repeat): Restart the current song from the beginning (for paid versions).
- Songs (G-clef): Return to the Song Selection screen.
- Home (half rest): Return to whichever room the piano was accessed from (Piano Room/ Basement/ Top Floor/ Alice's Room).
There are two types of notes that fall from the top of the screen towards the judgment line.
These notes have dark bodies, and must be tapped as close to the judgment line as possible. They follow the piano keys and produce piano key sounds when tapped.
There are special tap notes which also have dark bodies but with white centers. These notes do not follow the piano keys; they instead follow the sound effects, vocal syllables, or instrumental keys aside from the piano's. They do not produce piano key sounds.
These notes have yellow bodies, and must be slid over with a finger/ fingers as they land on the judgment line. They follow the piano keys and produce piano key sounds when slid over but can also have non piano sounds when also slid over.
Players can also tap on these notes, but for faster songs, it may be easier to slide. Slide notes behave exactly like Tap notes if tapped. Leaving your finger unmoving on the screen to "catch" slide notes does not work as they are only considered hit by motion.
Depending on how close a note is to the judgment line when it is tapped, 3 different hits can be obtained:
- Hits closest to or on the line itself are Charming hits (orange glow).
- Hits slightly away from the line are Non-charming hits (green glow).
- Hits very far from the line are considered Misses (blue glow).
- Failure to hit notes are also Misses (no glow).
Judgment is independent of the speed of the song. Playing at a higher speed results in higher tolerance of note distance from the judgment line.
There is no 'point' system in Deemo; how well you have performed is represented by a percentage. This percentage appears at the top-right corner of the screen during gameplay.
- Charming hits contribute to the combo and the highest amount to the percentage rating.
- Non-charming hits contribute to the combo and a certain amount to the percentage rating (about 1/2 of Charming hits).
- Misses do not contribute anything to the combo nor the percentage rating.
A higher percentage also indicates higher combos being achieved. For example, 2 separate combos of 100 Charming hits contribute less compared to 1 combo of 200 Charming hits.
There are 2 awards obtainable for displaying mastery over a certain difficulty of a song: Full Combo and All Charming. Obtaining an award causes its icon to be displayed next to the song's rating during Song Selection.
A Full Combo (FC) is achieved when:
- No notes are missed.
Non-charming hits do not break a Full Combo.
An All Charming (AC) is achieved when:
- No notes are missed.
- All hits are Charming hits.
An All Charming is equivalent to a 100.00% rating and supersedes a Full Combo.
Result Screen EditAfter completing a song, the result screen will be displayed:There are several elements on the result screen:
- The Facebook & Twitter buttons at the top-left corner allows you to share your result in those social networks.
- The Cloud (Sync) button at the top-left corner saves the current game state to the online server. This button is selected automatically at the end of every song if the Auto Sync Setting is enabled.
- The Charming Hits and Combo counters display their associated values out of the total number of notes.
- The final Rating for the song is displayed.
- A Full Combo or All Charming is displayed, depending on whichever was obtained.
- A New Record is displayed if the rating for the song is the best so far on the save file.
- The Retry button allows you to start the song again with speed and volume settings unchanged. Retrying when a Memory is scheduled to play causes the Memory to play instead before returning you to the Home Screen.
- The Next button returns to the Song Selection screen. A scheduled Memory will play and you are returned to the Home Screen thereafter.