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- Basically the stage is really boring so I didn't bother to go see what each of the patterns really were. That, and it's stupid impossible and it would just ruin your total grade if I decided to rate the stage, so I'm not doing it.
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- Akyuu practically has nothing that fits her as a character, rather, she has a whole bunch of random patterns, that's all. I honestly don't know what you should do with it. Either scrap it or think of more patterns for Akyuu.
- Flandre seems to be better, though THAT SPELLCARD, I hate it. Replace it with something else from the Flandre boss, I say.
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- Instead, I get to judge Tojiko, the main attraction of the script! Wheeeee.
- Nonspell 1: (8/10)
- This is nice, but the red phase is impossible to dodge.
- Spell 1: (19/20)
- Simple enough.
- Nonspell 2: (8/10)
- Eh... the aimed green bullets could spread out just a bit so that it isn't just purely aimed.
- Spell 2: (15/20)
- WTF? Eh... it's tricky and I have no idea how to dodge this.
- Nonspell 3: (10/10)
- Ok.
- Spell 3: (15/20)
- You should make the lightning effect a bit transparent
- so that it doesn't look like it can hurt you.
- Also additive bullets suck. Change them into regular bullets
- right after they start to spread out, that way they don't camouflage into each other.
- Nonspell 4: (6/10)
- The walls are completely unnecessary and just make it impossible to dodge.
- Remove them. Also, make the purple kunai accelerate from zero velocity.
- Actually, this is just a bad idea, just replace this one entirely.
- Spell 4: (20/20)
- Ok this is good, but make the lasers have an "extending from the boss" kind of animation,
- so that you know the boss will be spawning lasers. I ALWAYS do that (unless I forget to),
- since it is a very good warning sign.
- Spell 5: (14/20)
- OH GOD THE BOAT
- This sort of doesn't work too well as a final spellcard.
- Futo's last spell wasn't good either, since it was just too simple.
- I dunno.
- Stick to boss fights. Tojiko is piss-easy compared to the stage.
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