HAWT DAYUM that file is huge. Nearly as big as Eastern Phantasm Romance. >.>
Downloading and testing anyway.
EDIT: Okie-doke, let's go, hyuu~
First wave of enemies has too much health; they should pretty much be destroyed instantly. Reference: ironically, Imperishable Night's actual Extra Stage, whose early waves could be destroyed
backwards.
FFFFFFFFFF -- oh, no, wait, these are pretty easy. Phew. Remilia's last non-spell, I guess.
Okay, cool, shield-type enemies with bullet paths I don't feel like memorizing. ...uh, why aren't they dead yet? ...do these snakes do anything?! I
know they do, 'cuz I have the same player script elsewhere, but... Bomb time. "Orochi of Ancient Times," beeyotches.
Apparently I just skipped the next wave so can't tell you how that went. Came back in when the script started copying Subterranean Animism Stage 4 except with a full circle. I recommend adding "if(!Obj_BeDeleted(whatevertheobjidis)) {})" right before bullet creation, or else if the bullets are deleted the extras will still be created at 0, 0 and the framerate will drop hugely.
Bombing again, moar awesome curves... wait, they're not dying again -- FFFFFFFFFFF ONE JUST HIT ME FFFFFFFFFFFFF
That's awful enemy design right there. Divide their life by ten and try again.
Continuing... OKAY, DIVIDE THE LIFE OF EVERY ENEMY IN THE STAGE BY TEN. Except those death fairies with the lasers; cut their life in half, maybe give them bomb resistance if you must, and make the lasers smaller and thinner.
Ooh, pretty dialogue box... but, uh, the control key doesn't work. >.>
...wait, I'm playing as meme-Sanae? RAEG, SANAE-FANS, RAEG!
Okie-doke, let's get started. Wait, we can't count the health bars. RAEG
So, "Ten Seconds Before New Year" is Stage 4 material. Forgettable. The second, "Phoenix's Throne"... isn't. It's a cool idea, but it has waaaay too much health, especially as you didn't bother with bomb immunity. Oh, and that idea with the snakes is incredibly stupid.
"Curse of Forgiving Shrine" is, oddly enough, easier than the original despite being harder in principle. :/ Not quite sure what's up there.
I think the "The Endless Walk" would have done fine without the ugly solitary RED03s. Then again, it doesn't suffer for 'em, either, so... :/
"Ikahasa's Death..." well, ordinarily it would be harder than normal, but I made "Revelation of Procella" -- specifically, Desdemona Valtiel -- so I'm more than used to Streaming Sieges from All Sides... wait, what are those hideous random bullets doing there? Captured anyhow.
The last few are the problem.
First is "Isolation." The problems with starting the bullets from
on the player should be obvious, I think. Starting them a pixel or two away doesn't seem to help either; I still die instantly if I'm on the edge of the screen (predominantly at the start of the attack). Try having a circle with some delay start thirty or so pixels away from the player; the same effect should be achieved.
Secondly is "Three Days of Happiness." The bit with the RED03 bullets is incredibly boring and difficult; fix. The bullets that hit the wall, oddly, aren't so bad.
Last and most egregious is "Immortal."
Never, for any reason, do you forbid bombing. The only good reason to forbid bombing in Touhou-difficulty scripts is a Last Spell/Word. Even
Danmaku Bounded Field didn't forbid bombs, and it still did its hardest to make bombing useless. More to the point, that was a Phantasm-tier spell, even further beyond Extra.
DO NOT FORBID BOMBING. EVER.
Also, what happened to the Extra difficulty last spell?
Okie-doke, Suffers Newbies Poorly mode is done. Now for Shepherd mode:
The graphics are
gorgeous; it's just like Imperishable Night, as Foremoster mentioned before going all UBOAAAあああああああああああ on us. You managed to get all of the death particles, the cutins, and the familiar graphics (when unfocused, I mean) to work properly, and that definitely deserves praise (I would never be able to animate any of that).
The bad news? Mokou's special background obscures SanaeA's bomb, the lifebar is hideous and not compound, and there's no timer or way of counting lifebars. Still, I imagine those are easy to fix: @BackGround, a not-so-easy lifebar revision that we can probably do without for a bit, and the timer is a matter of effect objects I could probably do if I tried.
Oh, and "Three Days of Happiness" has one of the strangest bugs I've ever seen: one of the bullets will ricochet along the top of the screen, exploding
every single frame and causing both epic lag and an impassable wall of bullets. Might wanna look into that. >.>
In the end: Feels more like Seihou than Touhou. Use @BackGround and implement a timer. DO NOT FORBIDBOMB.
I'm done now.
(If it makes you feel better, I'm not much better. :V)