I know some of these things i'm commenting on are probably because of being teststage, but i'll just give you all my thoughts.
This is what we want, don't hold back.
-Not really liking Fortuna Star's secondary spread function, it doesn't feel very effective at doing anything. (Like a less effective version of SA ReimuB or something)
As of right now the spread shots do 0.1
damage/frame. I'd give you some perspective on how little that is, but let's just say that it's absolutely negligable, the fragment stars might as well be doing 0 damage. They are mainly an effect right now. I guess you'd like this changed? Kinda offset balancing a bit considering I'd want to lower the damage of the knives and main stars to compensate, but the effects of the little star damage may only ever be noticable on stages with asstorms of enemies everywhere. Personally, I'd like to keep it as an effect, but make it explode all over, dealing small damage to anything they hit (say, enough to kill one small wave fairy), then make a small explosion when the star collides with something (so explosions everywhere. Think Sanae B, except with ordinance everywhere and won't look like orbular shit). I think it would look pretty badass.
- The familiars when at 2.00 power obscure part of the sprite, which looks kinda weird because you can't see the arms doing the superman thing.
Noted, I'll fix it.
- Music continues when game is paused? Is there a way to fix this?
God I wish...
- Embodiment explodes too slowly :V
- Embodiment exploding animation seems too big and excessive
Working title of the Embodiment is UsuallyDead. :V
Nah, we'll speed up the explosion for Embodiments. The current burst is supposed to be used for the end of a boss battle, I just put it there for shits and giggles, so it's a bit too extravagant. We'll fix that soon, if we can make a better exploding animation sometime in the near future.
- The Spell Card Attack looks really busy and cluttered, to where it half looks like a bunch of words just randomly moving around the screen.
Helepolis has been trying to make it look as close as possible to ZUN's effect, and what he has completed is
very close. I do agree though, it does seem really cluttered. Plus I am against completely copying ZUN's effects anyway... Why not make our own
better?
- The rotating spell circles around the boss are pretty bold and distracting, a bit too big, (maybe will look better with a bg) and also rotates really fast. It seems kinda silly to put words on the spell circle if it's going so fast no one will be able to read it.
Yeah I agree it's too fast, but I don't mind the size. Probably due to lack of background, so my bad for presenting the effect so negatively.
-IE Before/During/After boss: I think the IE should either autocollect to the player or boss when the boss appears (Actually, autocollecting to the boss might fit better). And after the boss, the IE that was taken is either released and autocollected, or just released onto the stage again. (Wasn't paying attention to see if this already happens though)
I like this idea. Hope everybody else does :<
That's my initial impression. Also, What do you think of replacing the big IE orb with some kind of partially transparent or hazy mote of light.
I think it would look really cool (especially if I could throw in some 3d effects too... Hoohooho!), but the main concern is preserving processing power. The current IE takes up more than I want it to at the moment, and such a complex effect might drag cpu down further. However, I am thinking of ways to make this happen, as well as make it not look like
ass. Very important that it doesn't look like
ass. So uh, let it be known that I am trying to work out a way to do this!
(Everything else I didn't comment on was fucking amazing btw, esp. the sapping out of IE from the big orb when you get close to it)
Actually, this is a cool effect I'd like to try and pull off in conjunction with your mist IE idea. Gives me ghostbusters vibes.
Only one big comment so far...
Sniff :<