SHOW:
|
|
- or go back to the newest paste.
| 1 | - | Unconnected Card Captors - Ryann1908 |
| 1 | + | Unconnected Card Captors - raz |
| 2 | For this contest I'm using a 25 point rating scale because I feel like it. | |
| 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 | Adherence to Contest Theme: 5/25 | |
| 17 | ||
| 18 | 5 points will be dedicated to how well the chosen character uses danmaku themes from other characters. A high score in this category means you did a good job of synthesizing the danmaku style of two characters, while a low score means that your synthesis was lacking. | |
| 19 | ====================================================================================================================== | |
| 20 | ||
| 21 | - | I played everything not intended to freeze a single bullet or bomb because apparently that gives a bad end :( |
| 21 | + | Played on Contest Mode aka Normal. |
| 22 | ||
| 23 | - | Stage Pre-Misaki: Interesting enough. Literally everything? is aimed but that's not bad. 7.25/10. |
| 23 | + | Tsukasa Nonspell: It's a Tsukasa nonspell alright. Pretty good. 8/10. |
| 24 | ||
| 25 | - | Midboss Nonspell 1: Fairly interesting idea actually. I liked it. 7.5/10. |
| 25 | + | Nonspell 1: Pretty good. Feels like a blend of Lily White and Marisa for sure. 8.5/10. |
| 26 | ||
| 27 | - | Midboss Spell 1: Actually fairly fun once you learn it. You need to aggressively dodge through gaps. 7.5/10. |
| 27 | + | Spell 1: Very interesting pattern. I panicked a bit when tons of the flower familiar things showed up but it's actually not very hard. I like this very much. 9/10. |
| 28 | ||
| 29 | - | Midboss Spell 2: Multi-phase, hmm. The best pattern so far, I'd say. 8.5/10. |
| 29 | + | Nonspell 2: Sexybanki :0. I like this spin on her usual themes. 8.25/10. |
| 30 | ||
| 31 | - | Stage Post-Misaki: The parts that force you up and towards the middle are pretty interesting. B o w a p. 7.5/10. |
| 31 | + | Spell 2: Neat! Feels more stressful to dodge than it really is and I quite like the pattern. Maybe weak on the Sekibanki theme though. 8.75/10. |
| 32 | ||
| 33 | - | hi Ichirin |
| 33 | + | Nonspell 3: I appreciate the literal dipper she has in this pattern. Very good as well. 8.75/10. |
| 34 | ||
| 35 | - | Nonspell 1: This non really keeps you moving - it puts you under stress but it's not actually that difficult. Very nice. 8.5/10. |
| 35 | + | Spell 3: A very simple and effective mix of both Marisa and Murasa's usual gimmicks. Very, very nice. 10/10. |
| 36 | ||
| 37 | - | Spell 1: The screen shaking is thematic but I'd still suggest toning it down a notch because it's annoying. I like the idea of it though, and the pattern is fair once you get over the constant earthquake. 7/10. |
| 37 | + | Spell 4: Very interesting idea for this one. The fact that shooting the familiar is possible/resets the pattern isn't made very clear, but other than that I quite like this pattern too. 8.5/10. |
| 38 | ||
| 39 | - | Nonspell 2: This doesn't feel very strongly like Ichirin, but the pattern itself is quite fine. 7/10. |
| 39 | + | Danmaku Score: 8.72/10 (scaled to 13.08/15) |
| 40 | ====================================================================================================================== | |
| 41 | - | Spell 2: Thematically neat, but in practice you just dodge the rings. Which is fine, of course! 7.25/10. |
| 41 | + | |
| 42 | Aesthetically this script is pretty neat. Using 3D models as sprites is a unique touch. The bullet designs are interesting too. 4/5. | |
| 43 | - | Nonspell 3: Fun pattern, but it still doesn't feel very Ichirin. 7.75/10. |
| 43 | + | |
| 44 | ||
| 45 | - | Spell 3: Lightning laser hitboxes are always annoying. Besides that I appreciate the multiple phases of this pattern. It's fun and fair enough. 7.5/10. |
| 45 | + | This script does a great job of following the gimmick. Patterns still feel Marisa-y while being a blend of other characters, though the Sekibanki spell doesn't feel too strongly like her. 3.75/5. |
| 46 | ||
| 47 | - | Nonspell 4: Another solid nonspell. 7.75/10. |
| 47 | + | OVERALL SCORE 13.08 + 4 + 3.75 = 20.83/25 |