Stage 6 boss:
1st nonspell: Seems pretty easy for a final boss. but looks nice (yes, I know some Touhou final bosses have relatively easy openers. I'm looking at you, Normal Utsuho and Normal Byakuren). If you move Reimu oddly (angle to the boss too close to 45 or 135, I guess), the lasers sometimes return to the STG frame. It looks strange.
1st spell: It's fine, but maybe too easy for a final boss, and why not change the direction of the blue bullets' "curving" every other wave? If you place yourself correctly, you can capture the card by going left-right at the right (not too tricky) timing. Maybe randomize the starting angles of the blue bullets.
2nd nonspell: Uhhh... it's just a lot of random blue bubbles. I suggest replacing this.
2nd spell: Beautiful, intimidating and challenging. The only problem I have is that the difficulty of the waves (orange bullets) might be inconsistent. Maybe you could fire them in circles instead of randomly?
3rd nonspell: Uhhh... the same random bubbles as last time, only this time they're green and have randomly curved trajectories. Not that good, but maybe a slightly modified version of such an attack is nice for a stage enemy. If you want it to belong to a boss, please make it less random and more controlled (aimed or static).
3rd spell: Nice concept, but is micrododging everything supposed to be possible? I micrododged the aimed bullets and defeated the spell easily. Macrododging arrows while avoiding the crisscrossing bullets will probably be fun.
4th nonspell: A combination of blue and green bullets. Uhhh, no thanks.
4th spell: Way too easy. I captured it by not moving at all... I'm not kidding. This one seriously needs to be made more powerful. The blue bullets are the same as in the 1st spell, but at least the 1st spell has aimed bullets to ensure that you always have to dodge something. The rows of arrowheads don't add any difficulty at all because they're aimed around you, but they do make the attack look more threatening.
5th spell: Is this the same as the previous one?
Final spell: I like the crisscrossing bullets and the streams of arrowheads, but not the fast and random lasers and bullets.
Stage 5 boss (I'm too lazy to review the attacks individually now that Sparen has done it :V): I think the boss moves too much. It gets annoying when she jumps all over the screen and you can't keep up. Slower movement might be better.
Notes about stage 5 and 6 bosses:
Your use of colours seems to be pretty random. Maybe some colours that fit the bosses' themes (if any) make the attacks look better, for instance red/orange/yellow for a fire-themed boss, blue/white for water, brown/green/yellow for nature etc.
Bomb damage carries over between attacks, in other words, if you bomb near the end of an attack, it'll damage the next attack as well. Most reviewers consider it amateurish, and in this case, it can be exploited. If you bomb near the end of a nonspell, it'll deal a lot of free damage to the following spell, thus allowing an easy capture. Luckily, this is fairly easy to fix:
You may include this task in your script AFTER @Finalize but INSIDE script_enemy_main (I messed that up while testing :V) like any other task, but I would make a separate script with tasks and functions and use #include because you're hopefully going to use it or something similar to it in every single attack anyway.
task ImprovedDamageRate(shot,bomb)
{
SetDamageRate(0,0);
while(OnBomb){yield;}
SetDamageRate(shot,bomb);
}
and call it in @Initialize. The first variable is the damage rate against shots and the second is the damage rate against bombs (they're separate because you may for instance want to make a card invulnerable to bombs). This may be used with the built-in function SetInvincibility(n), which is also called in @Initialize and makes the boss invincible for n frames regardless of bombing.
Version 0.11 comments:
(...)
Overall, it's fine. Just test it yourself and see how other Danmaku games build spellcards and stages.
Ahh, and yes. I highly suggest putting this project's complexities aside. Learn how to script, then practice scripting, then try to make something creative that you can feel extremely proud of.
...Basically, I'm saying that you should stop focusing on stages, menus, and music, and should try to string together a proper boss battle first. Starting with stage enemies means that you will have less experience, and if you want to master the other stuff, you should definitely focus on mastering basic Danmakufu first. By that, I'm referring to originality, playability, and creativity. It doesn't seem that you have actually tested most of this stuff, since you probably would have picked up on the instant kills in your boss battle otherwise. I literally had to H-button my way through the script. Not a good thing, mind you.
This is good advice. Experiment with patterns and object bullets. You'll make more interesting patterns that way.
I hope that some of this helps and that I wasn't too harsh
