~Hakurei Shrine~ > Rika and Nitori's Garage Experiments
More danMATHSkufu
<< < (2/5) > >>
Crescendo:
Decided to throw my hat in the ring. Spoiler: I guess I can't talk too much since my own first script I actually plan on publishing is in the works but oh well
Pretty cool you did one of your teacher! Did you tell him? I'd think he'd like it.

For a first script, it isn't bad. Lots of things I appreciate and some of the structure works. But the first script is never pretty  :V  reminds me of my Rumia script that never saw the light of day

So here I go:

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

I played as Ultima's Reimu.

NS1: Personally, while random bullets work in cases (heck, Sakuya has this as a spellcard), on its own it's rather simple. For a nonspell, I'll let it pass. Though the arrows, despite being the main theme, looks kinda weird in this.
S1: I like it! The parametrics work nicely and the lasers later on aren't awkward. A bit on the hard side, but that's on me for being a noob. Definitely my favorite.

NS2: (I'm going to collectively put both phases here.)Personally better than the first one, imo. I like the first wave more, but I see what you were doing with the second wave. The transition is... awkward. Is there supposed to be a bit of a wait in between?
S2:  Hmm. I like the concept, but it was executed kinda weird. The spiral caught me very off guard, and I'm not exactly sure how you're supposed to approach it. I ended up finding a way by moving left and right in the center of the spiral, hoping that I wouldn't be sniped by oncoming fire. If I'm right, that spiral definitely needs more of a warning.

NS3: Same as NS1.
NS3.5: ...I'm gonna be blunt here. It's super chaotic, appearance and attack-wise. There are around 4 different bullet styles, and they're radically different. Lasers, stars, and knives all doing different things in an unorderly fashion is a bit much. Probably my least favorite nonspell.
S3: It's an alright spell. The burst at the end of each wave is a bit sudden, so a bit of a warning would be nice.

S4: I'm mixed. The laser grids I like, and the laser star section is cool and fits the theme nicely. Though, I'm curious on why you let the stars fire on their own for a bit once the laser part is over before the spell restarts.
      My problem is the pinwheel. Sudden is one thing: I can learn sudden.  However the pinwheel is very wide, and *Reimu just isn't fast enough to swoop around to safety. There's also that the spell lasts for over 99 seconds. That's extremely long for a survival card. Considering the two phases, I think 45~60 seconds is a bit more feasible.
*I later went and tested this with a Marisa player. Definitely better for the pinwheel, but still very annoying.

S5: Organised chaos: In a good way. My second favorite spell. The spiral, like JDude mentioned, is pretty weird. It tends to suddenly push you into stuff: maybe that's the whole point. It's a really nice spell to look at, though the orange and green is a weird combo. I blame the bullet coloring though.

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Overall, for a first script? You did a really good job despite some glaring issues. Definitely love the first spell and the last one will stick around in my mind.

I think after some practice, you'll be making some super cool scripts in the future. I wonder, if you decide to go for it, which Touhou girl you'll try first...

The main thing is a bit of spell choreographing, and making sure your spell doesn't surprise people (too much at least). Since I kinda lack experience, all I can really say is to watch and study other people's scripts: good and bad. If they're on here, check their reviews if they have any.

I hope I didn't hit a nerve since I got a bit ranty at some parts. Funnily enough, this is also my first review.


         
Kinghidrorah:
Hello again,

Thanks for your feedback, which I'm taking into consideration. Don't worry about ranting, since it is mainly to get criticism from bullet-hell players that I posted this here in the first place (none of my friends play these games..).
I have updated the script again, with reworked sound volume, new colours for some of the bullets (ie for the last spell for instance: I think the visual problem was mainly due to the fact that the alpha of the bullets is quite low, so that you can see the rest of the stuff you need to dodge, but I changed to a red-green combo which, though not too original, is easy on the eyes), and new tasks for the archimedean spiral one. We now have a warning spiral with low alpha and a dull colour (grey) to show where the spirals will form (and I have kept the delay on the bullets as well). I've also changed the number of knives spawned in the "chaotic" non-spell from 8 to 6, so we end up with less stuff coming from everywhere (since you probably noticed that certain bullet patterns formed according to which side of the STG the knives hit). The Parametrisation spellcard seems quite successful, which I'm pleased about: it actually turned out really well for something that was, at first, just an experiment!

Regarding the S4, I agree that it is quite long, but this is one thing that I am not willing to change: there is a steady increase in difficulty throughout the spell which would be hard for me to convey in less time: the pinwheel seems surprising at first, but it is actually aimed towards the player, which means that Reimu can actually dodge it consistently by simple misdirection (ie going to the right on the first wave, for example). The stars after the first wave were really just to keep players on their toes.

And finally, yes the pause between the two phases of the second non-spell is intentional; I don't know why I like it, but for some reason I do: it gives a sense of ominousness before the next attack starts (in my mind at least). Anyway, thanks for trying it out and for your honest opinion. See if you think it better now!
Kinghidrorah:
Oh, and I forgot to add: yes I did tell my teacher, and I even showed him it. He laughed and said it seemed "harmless enough".
Mr.Ownage:
Hey there! I downloaded and played the script, and oh, my, was my mind totally blown! The idea was really unique, I never expected someone to make a boss based off a teacher, but it really did work out well  :)

Some spoilers below to those who haven't played it yet.



The only gripe I have with it is that (for me, at least) quite a handful of attacks are pretty much impossible to clear. Vectorganza and Fury of Archimedes being the primary offenders in this regard. Fury of Archimedes is just... too dense, for lack of better wording, and like others mentioned, there's bullets flying everywhere. The gaps are also extremely small, which wouldn't be a problem if the shots' directions weren't as chaotic as they are, but since they are....

Vectorganza has a similiar issue : even after my playthroughs of the script, I never managed to avoid the spirals the boss shoots (after the arrows), they just rotate way too fast to be dodged, and the projectiles are also too fast to use the gaps in-between them to avoid them that way.

The rest of the script, however, was great. I'd say "Arrowmance" was my favourite card, as despite its simplicity, it is fairly hard, yet still clearable without much trouble if I'm on my toes, so to say. I don't need to spend much time on the nonspells, most I just end bombing until I run out of bombs haha.

Other than these, it is a fantastic idea well-translated into danmaku gameplay. The "HEHE! SPELL BONUS FAILED!" was also quite a nice touch, in my opinion. Looking forward to your next script!
Kinghidrorah:
Oh wow, I am really chuffed about this enthusiastic response, thank you very much for that!! Regarding your gripes, they mainly come from the fact that I designed Vectorganza as a memo spellcard (it is entirely possible to avoid the last pinwheel, but you need to stay close to the boss and know that you can actually misdirect the pinwheel's initial angle) and Fury of Archimedes as a trick card (the three circles of grey bullets are to show that these won't damage you, and I intend for the player to stay at the middle of the screen, but there might have been a better way of conveying this..)

In any case, the next script's creative process is almost complete and I expect it to be done by next week-end (depending on whether I can find an artist because the previous one is unavailable right now): this one will feature my real and functional analysis teacher, and the spellcards definitely feel more inspired to me, even after such a short period of time. I'll post it here when I am done. Again, thanks a lot for the positive comment, you really made my evening!
Navigation
Message Index
Next page
Previous page

Go to full version