c/p'ing previous post but with my comments.
- Extra stage: Good. This must be something just with my computer, but the background is shaking violently during the stage and bosses (the pillars move fine and the effects at the top of the screen are fine too). Not sure why this is, but it is hard to look at.
-Midboss
-Nonspell 1: Yep, that's Miyako alright.
-Spell 1: Cheapshotted by a curvy laser, otherwise good haha
-Spell 2: Fun. Probably could be just a touch more difficult.
- Boss:
- Nonspell 1: No comments (for all these with no comments, means I basically have no problems with the difficulty or style. I like the overall noncard theme)
- Spell 1: I'd probably make it so the bullets spawning closest to the player aren't allowed to have the max speed. Overall the speed is fine, but if several particularly fast bullets spawn when the lasers are still really close, it can be frustrating
- Nonspell 2: No comments
- Spell 2: Normally I don't like these kinds of cards (with bullets being spawned by familiars that pass near by), but this one ends up being predictable/readable enough that it works well
- Nonspell 3: Doesn't wall unfairly - just requires lots of unfocused movement (e.g. second part of Sanae boss nonspell 1)
- Spell 3: Hmmm... Initial impression was not good. I think it's actually more predictable than my first instinct was though. Might actually be ok
- Nonspell 4: No comments
- Spell 4: Would rather the 'traps' go as quickly as the front of the lasers, don't really like how they poke out through the trap as it moves outward.
- Nonspell 5: No comments
- Spell 5: Cool spell. I'd give a sound effect as a warning before the bullets start moving again.
- Nonspell 6: No comments
- Spell 6: No comments
- Nonspell 7: Agree with previous, would probably make it into a pattern of some sort
- Spell 7: No comments
- Nonspell 8: Same as Nonspell 7
- Spell 8: I like it
- Spell 9: Difficulty increase over time needs to be stronger, more than just adding a few lasers
- Spell 10: First phase probably too hard (too many pellets), second phase good, third phase might as well just be survival too (homing imbalance, unles s you changed the health based on shot type in the script).
Overall, quite nice. Some cool card concepts and good difficulty.