Gameplay is Art, and Rhythm Doctor Rules
March 25th, 2026
This is a game where you press only one button and it nearly broke me
(What you are about to read are scattered thoughts and ruminations right
after I finished the game, they may not make sense, but I need to gush about
this thing in the most passionate way I can, so I apologize)
Originally uploaded to Backloggd on March 22nd, 2026.
Thank you so much for reaching this point.
I've been thinking about gameplay a lot recently, more specifically the
value it holds as an artform in it of itself. There has been a couple of
fascinating write-ups and perspectives on the topic as of recent, and that
alone has made me feel even more optimistic about the relationship online
conversations have with the artform, but above of all else it made me
further cement my internalized beliefs that game is not only an avenue of
which art can be achieved and experience, but something that holds
art
in it of itself simply by existing or through the ways its elements breathe
in a space dictated by player interaction.
And I know ''art'' has kinda become a buzzword that evokes groans on the
populace when talking about if something within videogames IS art, which I
also think is good and that it signifies we are evolving (just as much as we
degrade in some aspects, at least), but I don't think it's specifically used
for the thing that makes a videogame a video game at its most basic level,
like if talking about it in that level reduced the medium as a whole, as if
there's no frontiers to be reached through the direct act of pushing a
button.
Rhythm Doctor is about pushing just one button, and furthermore, it
is an action dictated by the rhythm of the game itself. And that button is
art.
There's something more beautiful than what words can express in every level
of Rhythm Doctor, a game that venerates its own simple gameplay, an
experience that understands just how much presentation can be a part of it,
an album of love songs for a person sitting on a chair and pressing a button
while it witnesses lifes go and come, develop and fracture, words that blend
in melody and entropy that blends into the puzzles a single line and 7
beats, sometimes 5, sometimes 1, can have.
I've never seen any other game do the kinds of things Rythm Doctor
does, even those that were aiming for something similar; it's fragmented act
structure seems both a product of a early access release that started as a
flash game and 3 levels, and the respect for variety, and at the end of act
6, something magical happens, something just as jaw-dropping as the lights
and sonatas and window wizardry; you make a choice through the button, not
one that comes directly presented or that amounts to a yes or no... one that
is dictated by the gameplay, the ways you interact, and even more than that,
the ways you don't.
There's art and beauty even in inaction, and sometimes, not pressing a
button makes a life much brighter.
Papers, Please was the game that started my fascination and what
made me look to gameplay through these lenses, and Rythm Doctor
rekindles that fire and ties it all up with catharsis through beat
variation. It is unbelievable to me just how much it does with the premise
it starts off, but it has hooked me, and I don't want to let go.
I would have been fine with Mad Rad Dead (a game I marginally
prefer because of my own sensibilities) being the only rhythm game that
touched my soul this year, but now comes this, and it nearly broke me in the
final credits.
There are a lot of hearts in the hospital, and all of them have an unique
rhythm, unique stories and aspirations, unique prospects and dreams, and
their final joint scream is to celebrate their fears and humanity, all in
the most bangin’ way imaginable.
To that I say, hell fucking yeah, that’s the beauty of gameplay