-snip-
Hmmm, while I get where the UFO comparison comes from, I honestly don't see things to be anywhere as aggravating as they can be in UFO. I mean, in for starters, UFO are not only VERY important to get in order to have your ressources, but they also DISAPPEAR, leaving the screen after bei?ng there for a set amount of time : your time is limited, and so long as you want to get your ressources, you WILL have to be aggressive. The fact that you also need to collect 3 UFOs of the same type and make NO MISTAKES in the collection else the whole thing'll reset make things a bit problematic too.
But the way collectibles behave in WBaWC are a bit different : for starters, the collectibles STAY THERE indefinitely, and only disappear at the end of the level ... at which point you should have more than the needed time to leisurely pick them up, be it during a conversation or during the cooldowns before new patterns start. The main reason why anyone would rush through a clump of bullet and die can simply be attributed to being far too greedy or super aggressive than necessary in getting ressources.
I'd say the beauty of the ressource system for this game is the fact that not only most of the collectibles (specifically the animal ones) are not things that you absolutely must get in order to survive the game, but also the fact that unlike the activation of your hyper, which requires a minimum of 3 beasts of the same type, you only need ONE SINGLE type of item THEN collect literally just anyting until you get 5 collectibles in order to get your stuff : as far as ressource goes, you are simply not exposed to the same pressure as in UFO, where a single screw up means you missing out on some ressources. And even if instead of ressources you are thinking about your hypers, you don't need to get them in an orderly manner either : just get 3 beasts and you're set. Besides, if you miscount and screw up on getting your shot type boost, getting a hyper still gets you a bullet cancel in case you run into a bullet so there is really nothing to lose whatsoever here.
Point in case, the only similarity with UFO is the collectibles that bounce around. But the way they behave in WBaWC is such that the way things work is substantially different from UFO.
Shinmyoumaru's stuff
Hmm, this is probably something that may vary depending on how people view the reuse of stuff, but I personally don't see why this would be a particular problem. Now, personally, I'm one of the type of people who consider what a game is purely for its content, no consideration for extraneous stuff whatsoever, but I will admit however that for these types of games getting a PATTERN that requires a certain EXECUTION that is similar to an OLDER PATTERN that requires SIMILAR EXECUTION in order to properly clear would be pretty redundant.
Regarding
, while I get that they are similar to Shinmyoumaru's, the way they're used in are completely different ...
's patterns involve on one hand one spellcard that essentially punish bottom huggers, while on the other hand is a streaming pattern. And Shinmyoumaru ? For Shinmyoumaru, you literally get the growing bullets ONCE in DDC, and in that spellcard, you pretty much have to move A LOT, from left to right, while manoeuvering in a way that avoids you to get trapped by the aimed hearts. These are very different way of implementing the growing bullets.
My point is, it's not just about the growing bullets, it's about the patterns in general, like, should all other forms of curvy lasers be viewed in light of Shou's ? Or should all the explosions be considered in light of Shizuha's photogame large explosion ? That does not seem appropriate to me. I would understand the criticisms of Violet Detector, which involve patterns that were already dealt with in previous works (albeit reworked in some cases), but c'mon, this is literally about a bullet-type ... Heck, I'd say that one could possibly argue that WASTING THE IDEA of Shinmyoumaru's growing bullets on LITERALLY ONE SINGLE SPELLCARD is probably what wouldn't be very nice.
... /rant.