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| 1 | - | Bullet Hell Artistry #3 - Junky |
| 1 | + | Bullet Hell Artistry #3 - Middy |
| 2 | For this contest I'm using a 25 point rating scale so I don't get fined. | |
| 3 | ||
| 4 | Danmaku Quality: 15/25 | |
| 5 | ||
| 6 | 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. | |
| 7 | ||
| 8 | To be more clear, an "average" pattern is a 5. You can gain or lose points and I'll probably tell you why. | |
| 9 | ||
| 10 | Individual patterns will be rated out of 10. The average of that will be taken and scaled to calculate the Danmaku Quality score. | |
| 11 | ||
| 12 | Aesthetics: 5/25 | |
| 13 | ||
| 14 | 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. | |
| 15 | ||
| 16 | Final Boss-ness: 5/25 | |
| 17 | ||
| 18 | 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. | |
| 19 | ====================================================================================================================== | |
| 20 | ||
| 21 | - | Played on Designed for Contest Mode:tm:(R) |
| 21 | + | Nonspell 1: A good variant on Mystia's usual. Doesn't last very long for a "final boss" 6.75/10. |
| 22 | ||
| 23 | - | Nonspell 1: I think this nonspell is a good start. Clear Nitori inspiration while also being fun to dodge. 8.5/10. |
| 23 | + | Spell 1: Fairly fun, just not super interesting. 6.75/10. |
| 24 | ||
| 25 | - | Spell 1: I usually really dislike spells like this, but the implementation of this gimmick is actually pretty fun. You don't just insta-die if you leave a ring for a second or two and the dodging while within them is pretty fun. Good work. 9/10. |
| 25 | + | Nonspell 2: A decent test of your reading ability. Also pretty short, but I like this more than the previous non. 7/10. |
| 26 | ||
| 27 | - | Nonspell 2: She has a WHAT in the background now? Pretty interesting; I adore the aesthetics but I actually like the previous non a little more in terms of dodging. 8.25/10. |
| 27 | + | Spell 2: The evil eye thingies in the darkness look pretty cool! The pattern just ends up being run-of-the-mill dodging though. 6.75/10. |
| 28 | ||
| 29 | - | Spell 2: This spellcard has enough fun elements packed into it that I honestly forgot it was just ONE attack. Wonderful. 9.5/10. |
| 29 | + | Spell 3: Flickering bullets are something I haven't actually seen TOO often - I think it's quite appropriate for Mystia. The pattern isn't super interesting but with a gimmick like that it simply can't be. Not that this is bad, though - I think it's pretty decent. 7/10. |
| 30 | ||
| 31 | - | Nonspell 3: Cool! I found it pretty easy to misjudge the hitbox of the Laser Thingy but that isn't a large flaw. 8.25/10. |
| 31 | + | Spell 4: Another interesting gimmick. The dodging is kind of generic, but the gimmick makes the spell more appealing. 7/10. |
| 32 | ||
| 33 | - | Spell 3: A good survival card that doesn't overstay its welcome. 8.5/10. |
| 33 | + | Spell 5: A multi-phase script ender, it seems. The darkness does make reading it a little harder, but otherwise it's fairly typical Mystia. 6.75/10. |
| 34 | ||
| 35 | - | Nonspell 4: I think this non's still good, just doesn't stand out too much. 8/10. |
| 35 | + | Spell 6: But wait, there's more! I think this pattern's pretty odd, because the first phase is the hardest phase AND the most interesting to dodge in my opinion. Otherwise it's fine as usual. 6.5/10. |
| 36 | ||
| 37 | - | Nonspell 5: Maybe the previous non didn't stand out because this one does? It's quite flashy and fun to dodge. 8.5/10. |
| 37 | + | Danmaku Score: 6.8125/10 (scaled to 10.22/15) |
| 38 | ====================================================================================================================== | |
| 39 | - | Spell 4: The warning lasers are very good design. Fun, fair, and it's kind of cool to dodge with those special warnings. 8.75/10. |
| 39 | + | |
| 40 | Aesthetically, I'd say this script is very cohesive. I think it's weird how the player shots obscure the boss sprite when the feathers are disappearing - not a problem gameplay-wise, but it's unfortunate that your spritework gets covered like that. 3.5/5. | |
| 41 | - | Spell 5: An excellent way to end the script. Ramps up in difficulty appropriately and never feels unfair. Very good. 9.25/10. |
| 41 | + | |
| 42 | ||
| 43 | - | Danmaku Score: 8.65/10 (scaled to 12.975/15) |
| 43 | + | I think this script's final boss-ness is about average. On one hand, the nons and early spells die SUPER fast - maybe there's a balancing issue there? On the other hand, multiple multi-phase attacks and a survival kind of make up for them. 2.5/5 |
| 44 | ||
| 45 | OVERALL SCORE 10.22 + 3.5 + 2.5 = 16.22/25 |