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Bullet Hell Artistry #3 - Adam
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Bullet Hell Artistry #3 - GreenDinobot
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For this contest I'm using a 25 point rating scale so I don't get fined.
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Danmaku Quality: 15/25
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Danmaku Quality encompasses the quality of the danmaku in your script. "Good" patterns will equal a "good" score in this category. What makes a pattern good is subjective, but the #1 factor is fun. A flashy, gorgeous pattern that isn't fun won't fare well here. Note that aesthetic factors can still factor into this - proper usage of sound effects and graphics can make an unfair pattern fair, and improper usage of those can make an otherwise-fair pattern unfair.
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To be more clear, an "average" pattern is a 5. You can gain or lose points and I'll probably tell you why.
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Individual patterns will be rated out of 10. The average of that will be taken and scaled to calculate the Danmaku Quality score.
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Aesthetics: 5/25
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This category encompasses how your entry looks (and sounds). While danmaku should absolutely come first, visual and audio elements are also a part of the gameplay experience.
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Final Boss-ness: 5/25
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5 points will be dedicated to how well the character feels transformed into a final boss. It's a judgment of how their themes translate into a more "serious" fight. Mostly subjective, but I'll try to give detail about why I rated something highly/lowly in this category. 
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Played on Hard Mode with ReimuSpring
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Nonspell 1: Pretty good opening non; appropriate variation of Hina's usual themes for a final boss's opener. Tough but doable. 7/10.
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Midboss Non: Excellent! I'm really bad at the curvy bullets but that's just me. Can't judge this though.
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Spell 1: A pretty straightforward (but dense) pattern. I'm particularly bad at stuff coming from the sides and I would caution you to make contest scripts easier for judges of lower skill levels. 6.5/10.
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==ACTUALLY JUDGED STUFF BELOW==
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Nonspell 2: Interesting non! Feels true to the character while exploring new space. I like this. 8/10.
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Nonspell 1: Very good nonspell. The aimed(?) element keeps you moving. 8.75/10.
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Spell 2: I kind of just treat this one as a spell where you almost never unfocus, which isn't actually that interesting. The intent is presumably to stream/unfocus when safe. With all of that in mind I'll say it's a solid 7/10.
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Spell 1: I like this spell as well. Still keeps you moving, just like the previous non. 8.5/10.
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Nonspell 3: Feels less interesting than the previous and a bit less interesting as the first one. 7/10.
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Nonspell 2: Another great nonspell. I got a 0,0 spawning error which doesn't really matter. 8.75/10.
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Spell 3: Neat idea for a gimmick, just not sure if I actually liked dodging it that much? I do like how one of the phases encourages you to rotate around the screen, but the doll gets in the way of your attempts to do damage while also being something you want to hide behind sometimes. 6.25/10.
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Spell 2: Excellent pattern here too. The rotating caught me a little off guard but it was very easy to get used to.  8.5/10.
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Nonspell 4: omg bowap. The amulet amulets don't look that good in my opinion, though the ice crystal...crystals...look quite nice. Pattern-wise it's a variant on the usual Hina. 7.75/10.
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Nonspell 3: I was going to say this was really trivial, but then the spirals of bullets started overlapping in interesting ways. I still think it's a bit too easy compared to previous nons, but it's not egregiously so. 8/10.
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Spell 4: The slowing of the player is another fairly interesting gimmick. For the LONGEST time I thought you had to dodge those red bullets the familiars make and I thought this spell was nonsense - something should be done to differentiate them from regular shots. Once you understand the gimmick, the pattern improves quite a bit, the problem is getting to that point. 5.5/10.
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Spell 3: Butterfly amulets are neat! Otherwise I really like how this spell plays - I think it gives a bunch of options for how you dodge the aimed bullets from the lanterns. Very good. 9/10.
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Spell 5: Good multi-phased script ender. Gets quite tough near the end! 8/10.
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Nonspell 4: Not as complex as some of the previous nons, but that's not exactly a bad thing considernig the previous nonspells are amazing. 8.25/10.
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Danmaku Score: 7/10 (scaled to 10.5/15)
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Spell 4: I like how one lantern directs you towards the next lantern that's going to "go off". I quite like this pattern too. 8.5/10.
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I'm going to dock a point here for the high difficulty though. That makes the score 9.5 instead.
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Danmaku Score: 8.53/10 (scaled to 12.80/15)
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Aesthetically, I'd say this script is a bit above average. I don't really like the LCD aesthetic that much and there's some weird choices like the amulet-amulets, but on the other hand those don't detract from the quality too much and there's some neat things like the boss sprite itself. 2.75/5.
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Aesthetically, I'd say this script is very much above average. There's a lot of animation frames on the boss sprites in particular, the fluttering butterly amulets are awesome, and sound effects are used very well. Excellent work! 4.5/5.
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I think the script's final boss-ness is pretty good. A multi-phase script ender goes a long way, and the nonspells are pretty long. 3.75/5.
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I think the script's final boss-ness is above average for sure. It's a bit short for one, but the patterns are high-quality. 3.75/5.
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OVERALL SCORE 9.5 + 2.75 + 3.75 = 16/25