~Hakurei Shrine~ > Rika and Nitori's Garage Experiments
My first script : The Terror of the Underworld
Mr.Ownage:
Hey, everyone!
With joy over my first script being complete, I'd like to announce and share it with this awesome community : the Terror of the Underworld.
The script is quite unlike everything the main Touhou series (and the other fangames, for the most part) are known for, so be warned. It features a fight against an original character of mine, though with it being my first script, there isn't really an overkill on the effects department, and I wasn't able to make original sprites or backgrounds for the fight, thanks to my lack of artistic "abilities".
Overall, it's designed to be pretty difficult to clear, featuring a spellcard amount matching Extra-Phantasm levels, and the fight itself also focuses mainly on spellcards.
I hope you'll enjoy the script, and as always, feedback is greatly appreciated! I'll be doing my best to improve with later scripts. Have fun!
https://drive.google.com/open?id=1wXSFkGZykxpKSOkp2rp-fjeRByRhhmxS
Kinghidrorah:
Um, this may be stupid of me, but how do we download this thing? Isn't there a zip file or something like that?
Mr.Ownage:
Hey there, you should be able to click on the link, or if it doesn't work, then copy-paste it and open it that way, then click on the Download button in the top-right corner, that way, a .rar download should start unless I did something wrong in Drive settings (it works for me, though).
Let me know if it helped or there's still no option to download it.
Kinghidrorah:
Oh, I just recognised your username: you're that person who wrote something really nice about my Warwick script :). You really made my evening then! Anyway, it's late so I only went up to the (first) survival card but my thoughts so far are the following: you should really add an indicator for the boss's position since that first spellcard is plain unfair if he decides to move and you're too busy focusing on the tight streaming. I know EOSD doesn't have a marker, but everything after that does for a reason.
The first non is visually appealing, but since when do butterfly bullets have hitboxes that are so HUGE?? Also, this is not your fault but the player character is, I find, bad for some reason: control doesn't feel off, but the hurtbox size does and everything to do with respawning and bombing does as well. The second non is quite fun in my opinion and also quite pretty. As for the second spellcard.. I think there is a slight streaming strategy here but I'm unsure. It's very thematic which is nice. The next spell is tricky but fair, and I like it overall. The one after that ("Desperate to cause: Death trinities") is, I'm sorry to say, pure bullshit as it is now. You need more delay time and you definitely need to warn the player that stuff is going to appear on them as soon as the spell starts. The survival card is nice, but I'm really not trusting the butterfly hitboxes in this script for some reason, so I think that I'm making it harder than it need to be for myself. But I understand why you would want to use them to simulate "lost souls" :) . OK, I'll give my thoughts on the rest of the script tomorrow.
Mr.Ownage:
Hey there, thanks for the feedback so far! With the boss being a ruler of an underworld, most of the attacks just simply involve him staying in one place, as if to show his power over the area. And indeed, most spellcards are about overwhelming the player with pressure and forcing quick decisions and precise movements.
On the other hand, I also noticed that something was off with the player hitbox. At first, I shrugged it off as some kind of bug or a kink with the butterflies, but appearently, I am not the only one who finds it weird. It definitely needs to be looked into. Thanks for pointing that out.
I see your point in Desperate Trinities being unbalanced. First timers don't really notice it until it's too late that the triangles' origin points spawn right on them. It's supposed to be a spell that forces the player to move around the stage to avoid it, while using their observation skills to the best to determine where the gaps in the triangles will be. It really could use a better warning, though, or more delay time. Thanks for pointing out this one as well.
While an indicator is nice, I felt like :
-An indicator scrolling at the bottom of the field (not like in the Touhou games) that obscures player hitbox isn't really good, even more so since this fight relies on tight dodges.
-He spends most of the time in one spot, and for the times he does not (1st spell, and something to be seen later), the magic circle (and in the case of the 1st spell, the backshot) should allow tracking him moderately easily.
Staying at the right side during Descent (survival) is the main key to capture it, and aggressively moving up the screen to hold your ground. That way, once the faster wave comes, you have plenty of time to backtrack if need to be, and the side usually doesn't have as many bullets.
Thanks for the positive comment and feedback so far!
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