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| 1 | - | Bullet Hell Artistry #3 - Kusa |
| 1 | + | Bullet Hell Artistry #3 - Kudo |
| 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 | - | Nonspell 1: Seems pretty fine. You might want to turn off the angular velocity on those things at some point because they're kind of weird to dodge. 6.25/10. |
| 21 | + | Nonspell 1: Pretty typical Nazrin non. Not very interesting, lasts too long. 5/10. |
| 22 | ||
| 23 | - | Spell 1: Also seems fine; just not super interesting in my opinion. Oddly difficult for how sparse the bullets are. 6.25/10. |
| 23 | + | Spell 1: Seems pretty reasonable; quite slow and you should just stay in the middle. 6/10. |
| 24 | ||
| 25 | - | Nonspell 2: More fun variant of the first non, I'd say? 6.5/10. |
| 25 | + | Nonspell 2: I feel like the bullets are painfully slow in this non. Still not offensive or anything; but kind of eh. 5.5/10. |
| 26 | ||
| 27 | - | Spell 2: I actually this is a good pattern. Kind of janky since it's hard to tell which direction the aimed portion comes from at first and dodging towards it doesn't lead to good outcomes (probably). 7.5/10. |
| 27 | + | Spell 2: Not too interesting but not offensive. I think a bullet spawned on top of me once? 5.5/10. |
| 28 | ||
| 29 | - | Nonspell 3: Another pretty decent non; better than the previous two 6.75/10. |
| 29 | + | Nonspell 3: More interesting than the first two nons, good work! Her random movement could be kind of annoying but it's nice. 6/10. |
| 30 | ||
| 31 | - | Spell 3: Interesting idea, but I find that it's very impractical to go chase the orbs in an effort to catch them. Seems impractical to grab them after the second/third. It's good for you to spell out the gimmick though! 6/10. |
| 31 | + | Spell 3: Seems thoroughly fine. Not a very interesting use of the gimmick. 6/10. |
| 32 | ||
| 33 | - | Nonspell 4: Another variant on previous themes. This one seems like the bullets can randomly clump from time to time, but it might just be my imagination and I had no trouble navigating those clumps. 6.75/10. |
| 33 | + | Nonspell 4: Fairly interesting too; maybe a little less so than the previous non. 6/10. |
| 34 | ||
| 35 | - | Spell 4: Fine; not super interesting in my opinion. The angular velocity on those amulets is kind of irritating. 6.5/10. |
| 35 | + | Spell 4: The laser that looks like it could kill you should probably be transparent or otherwise indicate that it won't kill you. I think the idea is kind of fine, but the implementation is boring. There are other ways to make a survival besides turning off player shots. 4.5/10. |
| 36 | ||
| 37 | - | Spell 5: I actually like the idea for this, and the execution is decent too. I had some weirdness occur where one of the boxes was deleted (thanks broken version of Ultima Reimu). Still, neat! 8.25/10. |
| 37 | + | Danmaku Score: 5.56/10 (scaled to 8.34/15) |
| 38 | ====================================================================================================================== | |
| 39 | - | Spell 6: Pretty fine ending to the script. It feels like the phases go by really quick, but it might be that I'm doing good DPS. 7.25/10. |
| 39 | + | |
| 40 | Aesthetically, I'd say this script is below average. Non-looping music leaving you with nothing to listen to, the patterns aren't really aesthetically pleasant, the backgrounds are super boring. 1.75/5. | |
| 41 | - | Danmaku Score: 6.8/10 (scaled to 10.2/15) |
| 41 | + | |
| 42 | ||
| 43 | I think the script's final boss-ness is subpar. 2/5. | |
| 44 | - | Aesthetically, I'd say this script is slightly below average. I REALLY don't like the spell background much. 2.25/5. |
| 44 | + | |
| 45 | OVERALL SCORE 8.34 + 1.75 + 2 = 12.09/25 |