~Hakurei Shrine~ > Rika and Nitori's Garage Experiments
My first script : The Terror of the Underworld
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JDude :3:
[][][][][][][][][][][][][][][][][][][][Things about the actual script][][][][][][][][][][][][][][][][][][][][][][][][][][][][]

*Played with Reimu A*

N01: First vibe, the bullets don't go with the idea of grim reaper, imo i think darker colors and scales would be more fitting?
S01: The movement of the boss sometimes go too fast to and make really difficult to get back on track

N02: Just a casual double flamethrower, looks cool
S02: 4 corners of "souls" running aimlessly, pretty normal

S03: Spam of trinagles, pretty sure it's easiest spell until now
S04: Kinda unexpected, since I was looking at the boss

S05 - Survival: Maybe it's because I'm unlucky, but when the phases overlap, I just get a giant wall

N06: N1, but quicker?
S06: Nice use of Curved Lasers, looks good

N07: Just a casual fast double flamethrower, looks cool
S07: "Trembling Shivering Star" but a lot easier

S08: 2 "Eternal Meek" one quick and the other is slow
S09: YAY, fountain danmaku ^^ My favorite and looks pretty nice
S10: The fountains are not a direct threat, so pretty easy spell right?
Then the giant walls, plus a yellow ring keeps making me dance around the play field, making it a little hard to survive for the first time

S11: So close to capturing it, but the the spiral caught up to me T_T
S12: Spamming arrowheads, and gets a little laggy when reaching the end of the spell

[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][Final Stuff][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]

It's a awesome script: looks realy nice, and nice idea for a boss, no problem with sound or music...
Got to say, for a first script it's really good ^^

Wow, Mr.Ownage! Great scripts, keep it up, proud of you! - JDude
Mr.Ownage:
Hey there, JDude! Seeing your reply made my heart melt, in a good way, so to say! I can't really say much other than a huge thank you, for both playing and the feedback! :)

A few thoughts/tips on certain attacks :
N01-06 and N02-07 were indeed the same nonspell, made a bit faster. It was mainly due to keeping focus on spellcards for the battle, and partly due to not really having had more good nonspell ideas at that time. I'll be doing my best to improve in that regard.

-Some spells are designed to frustrate or overwhelm you via bullet density, quick decision making or a feeling of helplessness (unable to attack the boss directly). Some examples are S02 and S06 (quick decision making), S01 and 12 (feeling of unable to quickly attack and capture the card, the trick to them is to fire homing shots whenever you can, and focus on survival) or S08 (quick decisions and density).

-S07 and 08 were indeed based on Shivering Star and Eternal Meek, respectively. I find it interesting that you mentioned the former as being easy, I capture S09 more often than that one.

-S10 is a combination of prior spells (fountains of S09, lasers of S06, half-circle shots resembling S07, and the walls of S05, only horizontal this time).

-S04 being quite unfair was pointed out, I'll be working on adjusting it to make it more fair. Thanks for noting that one.

-S12 was actually supposed to be faster, but I wanted to give the player that feeling of literally "dancing among raindrops", which didn't work out with fast bullets, so I went for massive density over speed. It would seem like that wasn't a good idea if it causes lag (for me, it didn't, so I didn't notice this, so many thanks for pointing it out)

Once again, thanks for playing, for the feedback and for the heartwarming comment!
Kinghidrorah:
Hello again, I just wanted to mention that I hadn't forgotten you, but university work and the finalisation of my second maths script (it'll probably be out by this week-end) have kept me somewhat occupied. I will get back to you eventually ;) .
Mr.Ownage:
Oh, it's no problem at all! Feel free to take the time you need. Looking forward to see your thoughts on the rest of it :)

On a side note, I'm working on a version 1.1, so to say, which will feature :

-More movement. While the little-to-no movement was done on purpose to show how the opponent is a ruler of the underworld, it kinda made the fight itself a "stay at the bottom and avoid occasional bullets" fest for the most part. I'll be fixing that with some added movement.
-A few aesthetic changes. Text showing the BGMs, stopping the BGM once the fight is over, fading the text out once the fight is over. Not too much, really, but still likely welcome additions for wandering eyes.
-Balancing the infamous Desperate Trinities (4th spellcard) to give the player more time to react to the initial attacks of it. The attack will still feature the on-the-player spawning triangles as it currently does, to keep the high-tension, quick-dodging nature of it, but the initial warnings should help deal with unfair right-away pichuuns. The spellcard health will be raised a tiny bit to compensate for this.
-I might consider toning down bullet density on spell 12 and increase speed a bit instead, if it causes too much lagging on lower end systems.
-Something special. You shall see ;)
Mr.Ownage:
Terror of the Underworld 1.1 released!

As mentioned, ToTU 1.1 comes with some changes and improvements compared to 1.0. They are :

-More movement! Now instead of the boss never moving with the exception of a couple of attacks, now it's the not-moving attacks which are the exceptions! It does make the script much more difficult, but that more exciting as well! (Hint : determine the boss' position by observing where the shots are coming from, or via his magic circle)
-An entirely new specialty for those who make it to the end. Can you?
-General sound and bug fixes, notably a lack of "spell card end sound" on Soul Bloom.
-Desperate Trinities no longer instantly kills the player as soon as the spell starts ; the player is given a quite generous warning beforehand (Yay!).
-Player hitbox made smaller! There was an issue with the hitbox size, which caused the random laser and butterfly deaths. They should now occur far less often, or not at all!
-BGM text now shows up mid-game so you know what kind of magical melody you're listening to as you're fighting the ruler of the Underworld :)
-Similiarly, boss name text now disappears when the fight ends. Some more pleasing to the eyes!

Protip : It's even more important now with the movement additions to not always go for damage/speedkills, but rather use your homing shots/spreadshots if you don't feel confident in dodging.
Have fun playing!

https://drive.google.com/open?id=1jYUUVuVjLHyaF6VkgQoAaobsM29BPN5O
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