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- Nazrin - by Tyrz
- AJS's Supercool Judging System!
- * My focus is on fun factor, fairness, and challenge of the danmaku. Aesthetics will be a MINOR component to reward going the extra mile or punish bad design choices.
- * I will score your entry based on the difficulty that is most "playable" for me (typically somewhere around Normal/Hard) while still being fun and fair
- ** I will not factor in how well your difficulty settings are balanced, however. That'd just kinda complicate things.
- ** It would still be to your benefit to make balanced difficulties though--or at least more than one--so I can find a difficulty most suited to me for scoring
- My scoring system will be as such:
- >0 -- Unplayable (i.e. broken, extremely buggy, etc.)
- >1 -- Terrible/No effort
- >2 -- Bad
- >3 -- Needs work
- >4 -- Has potential
- >5 -- Average
- >6 -- Okay
- >7 -- Decent
- >8 -- Good
- >9 -- VERY good
- >10 -- One of the best things I've seen
- -Stage portion (if you have one): X/10
- -Each nonspell (midboss included): X/10
- -Each spell card (midboss included): X/10
- *All scores will then be averaged, then multiplied by 2 to give a final score of XX.XX/20.00
- *Aesthetic bonus
- (May be applied to individual pattern scores for making especially pretty/eye-sore attacks, or to overall score for general script aesthetics):
- *You will receive neither a penalty nor bonus for making a decent to look at script that doesn't stand out. I don't want to tip things in the favor of advanced scripters too much.
- -Score bonus for going above and beyond to make something beautiful: +4% if applied to individual attack score; +2% if applied to overall script score
- -Score penalty for making poor aesthetic choices that make certain things hard to see or look at: -4% if applied to individual attack score; -2% if applied to overall script score
- I will also do my best to provide commentary on every aspect of your script throughout my judging, pointing out things you did right and things you could
- improve on. I wouldn't call myself an expert, but these comments will just be my honest opinions and advice on what you could do for future scripts, or if you
- wanted to improve your contest entry script after the contest.
- ***DISCLAIMER: Please don't get hurt if I give your script bad/mediocre scores. I try to be as strict and objective as possible when scoring, so even scripts that I personally liked or thought
- were pretty decent may still get "meh" scores from me. I try not to sugarcoat things in the hopes that you can improve, and so long as you're willing to listen to advice, I have nothing but
- respect for you. Also, I'm just really really picky... So please bear with me ^^; **
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- Difficulty judged: Hard
- Stage: 5/10
- *It felt rather repetitive, with the frequent overusage of streaming and random bullets
- *However, I really liked the part with the slow enemies that left trails of blue bullets. I wish there was more of that
- Cirno Nonspell: 5/10
- *The light orbs would have made an interesting element to dodge, but I feel they're not very "present" enough to bring much to the table
- *Dodging the pellet bullets, even with the light orbs around, is fairly trivial
- Cirno Spell (Ice Sign "Perfect Icicle"): 7/10
- *This one's not too difficult, but it's fairly fun to dodge
- *I wish Cirno didn't move around so much though
- Nazrin Nonspell 1: 2/10
- *It's just a ripoff of one of Nazrin's canon patterns, but without the part of the pattern that made it interesting
- *Very boring, it's just moving back and forth
- Nazrin Spell 1 (Rod Sign "Blue Rod"): 2/10
- *Another ripoff of one of Nazrin's spells. Not much to say here
- Nazrin Nonspell 2: 6/10
- *Fairly fun with the added element of the bouncing bullets
- *However, I think your warning should have been a bit more obvious. I barely noticed the red flashing
- Nazrin Spell 2 (Defense Sign "Treasure Guard"): 8/10
- *I really like the dynamic you have going on between the slow predictable bullets and the fast slightly unpredictable bullets. Makes for very fun dodging!
- Nazrin Spell 3 (Search Sign "Uranium Detector"): 4/10
- *Another ripoff, but this one's still rather fun to dodge
- *Avoiding the slower bullets will still watching out for the lasers is quite fun
- Nazrin Nonspell 3: 6/10
- *Pretty decent, but I wish it had been a bit faster and a bit more intense. It still feels rather underwhelming
- Nazrin Spell 4 (Jeweled Sign "Rare Treasure"): 3/10
- *Another ripoff. Not bad for dodging, but the RNG god can really decide how fun this spell may be
- Nazrin Spell 5 ("Rod"): 2/10
- *Extremely rudimentary, just a simple "stream the lasers while dodging bullets" type of spell. Doesn't help that it drags on for quite a bit as well
- Nazrin Nonspell 4: 5/10
- *Fairly fun to dodge, though can be a bit too dense at times
- Nazrin Spell 6 (Treasure Sign "Drop Treasure"): 3/10
- *Not a bad concept, borrowing an idea from Double Spoiler, but the pattern is extremely simple and it is VERY easy to screw yourself. I often end up just bombing through this one
- Nazrin Spell 7 (Vision Sign "Great Gold Pendulum"): 4/10
- *Decent pattern, even if it is just slow BoWaP with aimed bullets and a few extra elements
- Average score: 62/140 = 44.29% + [2% AESTHETIC BONUS] = 46.29%
- FINAL SCORE: 9.26/20
- Final comments:
- -My biggest issues were all the patterns you basically just ripped off from Nazrin's canon battle
- -And the ones that weren't ripped off just felt uninspired
- -You've got creative ideas, I know you do. That's why I enjoyed your Flandre. Don't be afraid to branch out and deviate from canon!
- -It's not like Nazrin's a final or EX boss, so you don't have a lot of material to work off if you just make a strict copy of her fight
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