Information document here
Notes: 7/10 and 15/20 are used for 'Average'. 8/10 and 16/20 are used as 'Good but nothing special'. All other scores are done relative to these.
Download: Pure Qi (Danmakufu ph3)
Video: DNHLP 30
Pure Qi v1 by Achy Spells: Worth 20 points each. If has multiple phases, each phase counts as 10 points. Nonspells: Worth 10 points each Stages: Worth 5 points per phase (determined by self) Backgrounds, music, sound and effects: Counted as part of "Theme and Experience" Organization and Ease of Use: Counted as part of "Other". My Player: A2 Marisa Difficulty: Default Nonspell 1: Looks pretty, feels simple enough. Can be a little too rainbow visually, but otherwise a solid nonspell. [8/10] Spell 1: Once again, simple but effective. The multi-layered approach works nicely here. [16/20] Nonspell 2: Unlike the first nonspell, this one is pretty dynamic, and I like the various components, though some of them don't feel so great (the white bullets, the rainbow on rainbow, etc.) [8/10] Spell 2: Genius. The way you make the dragon heads and the way they interact with the rest of the spell is fabulous. A very interesting and creative spell with solid, working components. However, it is exceptionally easy to get trapped. [19/20] Spell 3: Unfortunately, although you have an interesting concept, the micrododge portion of this attack does not work well with the imbalanced directional energy. Requiring precise movement and combining it with a not-entirely-intuitive system does not work particularly well here. It needs to be more obvious how the arrows actually work. [14/20] Spell 4: A well-thought out multi-layered attack. Each component works well with the other components, with the rings requiring one type of movement and the aimed streams requiring a different type. Feels easier than some of the other attacks but overall quite solid. [17/20] Danmaku Raw Score: [82/100] ~ 13.1/16 Theme and Experience Raw Score: 01/02 Other Raw Score: 02/02 Overall: 16.1/20 Comments --The rainbow background did NOT work to your advantage. --I appreciated the fading out of the music at the end.
Download: Esoteric Prayers (Danmakufu ph3)
Video: DNHLP 31
Esoteric Prayers v1.0a by Agent17 Spells: Worth 20 points each. If has multiple phases, each phase counts as 10 points. Nonspells: Worth 10 points each Stages: Worth 5 points per phase (determined by self) Backgrounds, music, sound and effects: Counted as part of "Theme and Experience" Organization and Ease of Use: Counted as part of "Other". My Player: GT Medicine A Difficulty: Default Nonspell 1: An outstanding multi-phase attack fitting entirely within both the theme and character. Exceptional nonspell design. [10/10] Spell 1: Can be a complete clusterf*** but overall not shabby. The main problem here is that the lasers cover the other bullets, and make it very hard to tell where the other bullets are - the lasers also happen to be wide enough to hide an amulet underneath. Additionally, having hitboxless bullets that look like they have a hitbox is not cool. Bad parts balance out the good parts. [15/20] Nonspell 2: Another beautiful, in-character, and interesting nonspell. Once again, each portion of the attack works well in conjunction with the others. Maybe a little too blue, but a very good attack. [10/10] Spell 2: Another well-executed spell, with excellent execution. The delay lasers denoting the water work very well and the water itself is executed quite well. My main complaint here is that, like with the lasers, the water bullets completely obscure the pellets - it's not really possible to pay attention to them since they seem to pop out from beneath the water bullets. [19/20] Spell 3: A very nice spell, though it feels like a survival. I appreciate the way the colors match up between the lasers and the amulets, and I find the laser patterns to be quite beautiful. Also, the mini-amulets are wonderful. :) However, it starts to feel a little dull near the end since the entire thing doesn't have too much variety in terms of what's being thrown at you. [18/20] Danmaku Raw Score: [72/80] ~ 14.4/16 Theme and Experience Raw Score: 01/02 Other Raw Score: 02/02 Overall: 17.4/20 Comments --Overall, I loved your script and the way you worked (for the most part) within the constraints to produce an exceptional script. --NOTE: Originally, Spell 1 was disqualified, but the other judges counted it and the host suggested counting it. Original comment ended as follows: "Unfortunately for you, however, you set parameters of the lasers after they have been created. And therefore, I must disqualify this spell. [--/--]" Original score was as follows: 57/60 raw -> 15.2/16 danmaku -> 18.2/20 final overall
Download: Guardian of the Mastermind (Danmakufu ph3)
Guardian of the Mastermind v1.02 by AJS Spells: Worth 20 points each. If has multiple phases, each phase counts as 10 points. Nonspells: Worth 10 points each Stages: Worth 5 points per phase (determined by self) Backgrounds, music, sound and effects: Counted as part of "Theme and Experience" Organization and Ease of Use: Counted as part of "Other". My Player: Reimu Difficulty: Normal Nonspell 1: Standard Ran with a twist! Very simple but very nice. [09/10] Spell 1: Looks nice and the various components work well, but it feels very repetitive and excessively shiny. [16/20] Nonspell 2: Loos pretty but the BoWaP-ness and excessive rainbow make it feel less great. The angular velocity as a whole feels... off for some reason. [07/10] Spell 2: Each component works well, but the yellow portion feels very inconsistent and although the spell feels good, it doesn't feel amazing. [17/20] Danmaku Raw Score: [49/60] ~ 13.1/16 Theme and Experience Raw Score: 02/02 Other Raw Score: 02/02 Overall: 17.1/20 Comments --Overall great but some things felt... less great than expected.
Download: Gathering the Power of Zoujou-Ten (Danmakufu ph3)
Video: DNHLP 32
Gathering the Power of Zoujou-Ten v1.00b by Akakyu Spells: Worth 20 points each. If has multiple phases, each phase counts as 10 points. Nonspells: Worth 10 points each Stages: Worth 5 points per phase (determined by self) Backgrounds, music, sound and effects: Counted as part of "Theme and Experience" Organization and Ease of Use: Counted as part of "Other". My Player: Talos MoF Reimu Difficulty: Normal Stage Phase 1: The combination of bullets with normal speed and initial negative speed is quite interesting. A fairly standard opener. [04/05] Stage Phase 2: The pattern created by the first big fairy is quite interesting to see and dodge. Overall, this portion of the stage fits together rather well. The second big fairy has quite the interesting pattern. The big fairies that follow it likewise have interesting variations. [05/05] Stage Phase 3: The line of bullets produced by the star fairy does add quite a bit to the phase. However, the green fairies take much longer to kill than the big fairies, resulting in a meh flow. [04/05] Stage Phase 4: The big fairy that fires amulets down can be a little deadly to a first-time player, but otherwise works rather well. The stage portion following with the first big fairy and standard speed aimed bullets flows well as well. [05/05] Stage Phase 5: Now that you're comnbining various enemy formations, I wonder why you didn't start doing it sooner... [05/05] Midboss Nonspell: ELLIPSES? BLASPHEMY! SACRILEGE! [09/10] Midboss Spell: Many phases, some quite... painful. The first ring of delay lasers is not effective at all since there's no reason for them and the player just gets more surprised. I like the various phases to the attack though - they work quite well. [19/20] Stage Phase 6: And now the bullets are blending in with the clouds. The green kunai and the big fairy's white amulets are very hard to see against that fast white background. Very easy to get cheapshotted or blinded, even though the big fairy's pattern is quite nice. [02/05] Boss Nonspell 1: Each of the three phases has its own merits. The first is simple and easy to dodge but at the same time interesting. The second is very pretty and looks great overall, while being a cool pattern in general and nice to dodge. The third phase can wall but is overall nice. [09/10] Boss Spell 1: Mini-suikas! Anyways, the white bullets can be a little hard to see at times, though the flames spawn in a cool pattern. I'd have used a non-white color so that the arrowheads don't blend in with the flames. I also like how every other flame pattern is slightly different in color. [16/20] Boss Nonspell 2: I do have to say that although the pattern isn't bad, the white bullets look sort of hideous and it's not entirely obvious that the mini-suikas will stop firing - it looks like they'll continue spawning aimed shots until they leave the screen. Also, even though they are hitbox-less, it feels like they will kill you, especially since they die in explosions. [07/10] Boss Spell 2: With all the effects flying everywhere, it is nearly impossible to tell where things are actually going to spawn. Additionally, the kunai can blend in with the effects, other bullets, and the enemy outer magic circle. Could be vastly improved. [13/20] Boss Nonspell 3: A fairly solid multi-phase nonspell. Nothing much to say here. [08/10] Boss Spell 3: There is incredible potential for walling the player. The dense large rings coupled with the dense small rings have a very high probability of walling, and the lasers with red bullets can be lethal, especially since Suika jumps at the player without warning and there isn't much time to prepare for the lasers and red bullet spam. [15/20] Boss Spell 4: A cool spell, but the aqua portion of the screen (which is very pretty btw) renders above the player hitbox. Additionally, when the round white bullets spawn, they can easily spawn on top of the player without warning or delay. [15/20] Boss Spell 5: It is completely not obvious what the graze meter is actually doing. Is the graze meter adding bullets? Removing bullets? It's not clear during the spell. Additionally, there is no README to explain this. As a spell though, it's not too bad. Geometric shapes fly everywhere, etc. The end phase (no graze, etc.) is hectic but doable though. So balancing-wise, the spell is great. [16/20] Danmaku Raw Score: [152/190] ~ 12.8/16 Theme and Experience Raw Score: 01/02 Other Raw Score: 02/02 Overall: 15.8/20 Comments --Make sure that effects don't obscure what's actually going on --Needs more HD Suika sprites --Aya? Ellipses? SACRILEGE! BLASPHEMY!
Download: Murasa Pure Storm (Danmakufu ph3)
Murasa Pure Storm v??? by Alzack13 Spells: Worth 20 points each. If has multiple phases, each phase counts as 10 points. Nonspells: Worth 10 points each Stages: Worth 5 points per phase (determined by self) Backgrounds, music, sound and effects: Counted as part of "Theme and Experience" Organization and Ease of Use: Counted as part of "Other". My Player: A2 Marisa Difficulty: Default Nonspell 1: Pretty standard. Not much to say here. Could use some sound effects. [07/10] Spell 1: This spell is, simply put, super creative and awesome, though it isn't so fun if you don't have a player with homing shots or backwards firing shots. I love the way the waves constrict your movement but at the same time guide you around. The ellipse-style bullets are also nice. [18/20] Nonspell 2: An interesting and effective nonspell reminiscent of Luminous Dream's Extra Stage. Overall nicely executed and a refreshing twist. Other than that though, it's not particularly interesting. [08/10] Spell 2: Unlike the previous nonspell, this spell has a number of problems. First is the tendency to wall - it's not always possible to make it out in time. Additionally, the bullets at the bottom of the screen spawn without much delay, and although they spawn based on the position of the anchors (though independently of the anchors), it provides another way for the player to get sandwiched between death and death. An OK attack that could use some work. [15/20] Danmaku Raw Score: [48/60] ~ 12.8/16 Theme and Experience Raw Score: 01/02 Other Raw Score: 02/02 Overall: 15.8/20 Comments --In the future, I recommend providing more lives --Sound effects are always appreciated!
Download: Sweet Dreams: PURIFIED (Danmakufu ph3)
Video: DNHLP 33
Sweet Dreams: PURIFIED v1.01a by Awalys Spells: Worth 20 points each. If has multiple phases, each phase counts as 10 points. Nonspells: Worth 10 points each Stages: Worth 5 points per phase (determined by self) Backgrounds, music, sound and effects: Counted as part of "Theme and Experience" Organization and Ease of Use: Counted as part of "Other". My Player: Awalys Sanae Difficulty: Default Nonspell 1: A fast-paced but overall average nonspell. Not particularly exceptional. [07/10] Spell 1: It is exceptionally easy to move into the center and get obliterated. Also, when the brighter bullets overlap, it looks sort of weird. Other than that, pretty decent Doremy-like spell. [15/20] Nonspell 2: A very Doremy-esque attack, and although better than the first nonspell, it is plagued by slow bullets that don't leave the screen fast enough. Not amazing in that regard, but still pretty decent. [07/10] Spell 2: Unfortunately, by requiring a specific player, you are also expected to test and balance for that player and unfortunately, you have failed at this attack. Doremy's giant blasts are too fast and frequent for Sanae to move out of the way in time. Otherwise, it's an OK attack that doesn't really feel like Doremy for some reason. [13/20] Nonspell 3: Simple but effective. A solid and rather fun nonspell, though it can be a little... too shiny, like the others. [08/10] Spell 3: Despite being Border of Wave and Particle, your handling of this attack is interesting the see and play. However, the player is pushed to the bottom of the screen, where its hitbox is not very visible, and the bullets tend to wall quite a bit. [14/20] Spell 4: ADD rendering errors aside, this doesn't really feel like an attack Doremy would use. As a spell, it's not bad, but it gets very crowded and it's too shiny, which obscures some bullets beneath others. [14/20] Danmaku Raw Score: [78/110] ~ 11.3/16 Theme and Experience Raw Score: 01/02 Other Raw Score: 02/02 Overall: 14.3/20 Comments --Love the dialogue! --Spell meter is not intuitive at all - this is perhaps the biggest issue with your script. It's not a simple matter to figure out whether or not you can bomb, and deathbombing also seems to have some issues (it might just be me) --I like how the music continues at a lower volume during the pause menu --There are some text issues (spell name text spilling onto next line, etc.) --There are a few music looping issues, I think.
Download: Observation of Pure Magic (Danmakufu ph3)
Observation of Pure Magic v1.1 by Badz Spells: Worth 20 points each. If has multiple phases, each phase counts as 10 points. Nonspells: Worth 10 points each Stages: Worth 5 points per phase (determined by self) Backgrounds, music, sound and effects: Counted as part of "Theme and Experience" Organization and Ease of Use: Counted as part of "Other". My Player: Yumemi Difficulty: Normal Nonspell 1: Straightforwards and effective. [07/10] Spell 1: Overall, a decent spell. I like how the spawner travels inside the walls, and how the lasers seem like they'll wall you but they never do. [17/20] Nonspell 2: Much more interesting than the first nonspell. I appreciate how the white waves seem like they're going to wall you but they never actually do if you dodge their centers. A dynamic phased nonspell. [09/10] Spell 2: An interesting and effective attack. I like how the lasers interact. Overall pretty decent, although it's strangely easy to die here for some reason. [16/20] Nonspell 3: Another simple but effective nonspell. The first phase in particular is quite effective when coupled with the second. [09/10] Spell 3: It's not intuitive what's going on, which enemy to target, or anything, really. And the bullets form a dense cloud. Sometimes the different components blend well, sometimes... not. A rather RNG dependent attack, though I like their duo purple attack. [16/20] Danmaku Raw Score: [74/90] ~ 13.1/16 Theme and Experience Raw Score: 02/02 Other Raw Score: 02/02 Overall: 17.1/20 Comments --When player sprite is flashing, she looks like Shinki --Player bomb is completely unintuitive --Very high tendency to wall in this script. Keep in mind for the future.
Download: Pure Magic (Danmakufu ph3)
Pure Magic v1.1 by Conarnar Spells: Worth 20 points each. If has multiple phases, each phase counts as 10 points. Nonspells: Worth 10 points each Stages: Worth 5 points per phase (determined by self) Backgrounds, music, sound and effects: Counted as part of "Theme and Experience" Organization and Ease of Use: Counted as part of "Other". My Player: Random customization Difficulty: Default Nonspell 1: The bullets are red, the background is red, and the white lines on the background are super distracting. Danmakuwise, nothing special. [07/10] Spell 1: Very red like the first nonspell. I like the first set of bullets, and the lasers work well too. However, the superaccelerating lines of bullets don't work so well if the player is on the sides of the screen since they can get cheapshotted quite easily. [16/20] Nonspell 2: You're blue now! Solid nonspell. [07/10] Spell 2: OOOOOOOH THAT LOOKS NICE. I love the way the meteor fires those bullets. The third phase brings things together nicely. [18/20] Nonspell 3: My eyes are pained looking at that screen. Multiphase nonspell is appreciated but... ugh my eyes. [07/10] Spell 3: A very nice attack that has been well-thought out. I appreciate how the delay lasers that seem like a laser web explode starting from the top of the screen so that the player will not be cheapshotted. Well-designed attack here. [19/20] Nonspell 4: I love that ellipse as well as the homing portion, and the colors are easy on the eyes. However, the bullet density is a major step up from the previous nonspells. Still, a good attack. [08/10] Spell 4: Feels more dangerous than the nonspell but... also falls flat. It's repetitive, feels unsafe since you can't easily tell where the bullets will spawn, and... yeah. Not bad, but not fabulous either. [15/20] Spell 5: Starts out simple and gets harder as you go along. However, it gradually degernates into a shitstorm of rainbow shiny things falling downwards like rain. Hard to see bullets and generally disappointing. [13/20] Danmaku Raw Score: [110/140] ~ 12.6/16 Theme and Experience Raw Score: 01/02 Other Raw Score: 02/02 Overall: 15.6/20 Comments --I miss the shottype previews for the players --Komachi and Reimu's shots really need to be less shiny --It was the shininess that ruined the script for me. Your auras make it hard to tell shots apart, especially with your players. I don't know why it's an issue with this script and not the others. --I like your color theme, with the nonspells and spells paired for a given color, as well as the similarities shared between their danmaku.
Download: ??? (Danmakufu ph3)
??? v??? by Dark (Darkwalker) Spells: Worth 20 points each. If has multiple phases, each phase counts as 10 points. Nonspells: Worth 10 points each Stages: Worth 5 points per phase (determined by self) Backgrounds, music, sound and effects: Counted as part of "Theme and Experience" Organization and Ease of Use: Counted as part of "Other". My Player: AMB Teiki A Difficulty: Default Nonspell 1: I love the rings but the large crystal bullets don't work as nicely from a visual perspective. I do love the spawn pattern though! [08/10] Spell 1: Simple but effective. I like how your take some very basic patterns and make a solid and visually appealing spellcard with them. [17/20] Nonspell 2: I like the way you handle the phases of this attack and especially like those bullets at the end. The first phase can be a little... crowded, but the other two phases work nicely to deliver a solid nonspell. [08/10] Spell 2: Those laser wings are amazing but it's not always clear where the safe range is. The arrows and bubbles work well, though the arrows, like the large crystals, don't look so great (the sprites). Danmaku-wise, very nice but has some quirks with Alice's movement and not really knowing where to stay safe. [18/20] Spell 3: I love the way you handle this spell and the three types of lasers. The first phase is solid and very likable. The second is interesting but does NOT work when Alice moves - the entire laser suddenly seems to change targets and that's not a good thing. The final part looks great and is pretty cool to dodge. [19/20] Danmaku Raw Score: [70/80] ~ 14/16 Theme and Experience Raw Score: 02/02 Other Raw Score: 02/02 Overall: 18/20 Comments --Your visual effects are absolutely superb --You have bullets spawned after the conclusion of an attack. Please make sure to terminate your loops. --Something looks wrong with the big crystals and arrows, and I don't know what.
Download: Who Prefers Only Purest Tastes (Danmakufu ph3)
Video: DNHLP 34
Who Prefers Only Purest Tastes v1.0.1 by Gizmo the Dragon Spells: Worth 20 points each. If has multiple phases, each phase counts as 10 points. Nonspells: Worth 10 points each Stages: Worth 5 points per phase (determined by self) Backgrounds, music, sound and effects: Counted as part of "Theme and Experience" Organization and Ease of Use: Counted as part of "Other". My Player: A2 Marisa Difficulty: Default Nonspell 1: Standard Ringo, with a little twist! That last wave can be a little... cheap though. [07/10] Spell 1: A simple spell, with clear warnings and fair danmaku. Not the most interesting stuff, but a solid spell. [16/20] Nonspell 2: A lot nicer than the first nonspell in terms of flow, but still feels a little... meh. Also, the transition from red to blue doesn't look very smooth. [07/10] Spell 2: ATTACK OF THE DANGOMAKU. But no, seriously. The dangomaku is excellent. It's creative and the phased nature of this spell is quite effective, with the criss-crossing dango sticks. Also, those Junko rings are so very appropriate. [20/20] Nonspell 3: This time the large purple bullets are the stupidly fast ones. More of the same. Thankfully they're Junko style and every other wave has the same angle. [07/10] Spell 3: I like the way the opener works as well as the bullet spawning at the edges of the circles, but that giant wall of white bullets is a little fast. However, the main complaint is that it doesn't initially seem like it will expand to cover so much range and can easily cheapshot a player. Thankfully dodging inside the big circle is a thing... and it sort of makes the spell super easy. Way too easy. Needs some balancing. [16/20] Spell 4: Whelp giant BoWaP dangomaku. Followed by standard dangomaku while forcing the player to loop around. And then there's just walls of flour enclosing the player in death. Overall not bad, but some parts are a little overkill, especially the end. [16/20] Danmaku Raw Score: [89/110] ~ 12.9/16 Theme and Experience Raw Score: 02/02 Other Raw Score: 02/02 Overall: 16.9/20 Comments --Dangomaku!
Download: Flower Land ~ Inanimate Dream (Danmakufu ph3)
Flower Land ~ Inanimate Dream v??? by Guilmon (DLS) Spells: Worth 20 points each. If has multiple phases, each phase counts as 10 points. Nonspells: Worth 10 points each Stages: Worth 5 points per phase (determined by self) Backgrounds, music, sound and effects: Counted as part of "Theme and Experience" Organization and Ease of Use: Counted as part of "Other". My Player: A2 Marisa Difficulty: Normal Nonspell 1: A solid and visually pleasing nonspell. I like how the bubbles and small green bullets work together with the bullet lines. [09/10] Spell 1: Black lines on the flowers aside, this spell is pretty decent. The first phase is pretty solid and I like the second phase, although it lasts a little too long for my taste. The third phase is also pretty good. However, it still feels meh at best, though it's effective. [17/20] Nonspell 2: Looks interesting but the blue doesn't fit Yuuka and neither does the rainbow. Additionally, my ears are pained by those bullet spawn sound effects. [07/10] Spell 2: While it's quite a nice spell, it takes way too long for the player to learn what the disappearing flowers actually do - your big mistake was firing the second wave of flowers before the player could learn what the first wave did. There's also quite a lot of visual noise when the bullets appear - the charge effect coupled with that background and the flowers makes things hard to see and overall less effective. [15/20] Danmaku Raw Score: [48/60] ~ 12.8/16 Theme and Experience Raw Score: 01/02 Other Raw Score: 02/02 Overall: 15.8/20 Comments --You have a crapton of poorly-handled (0,0) spawning issues. If the boss's lifebar is gone, sound effects for bullet spawning should not play, and the bullets shouldn't even have a delay cloud at (0,0). --The spell background rotates very quickly and is very distracting (and slightly dizzying) --The weather gimmick is very much unnecessary and in some ways, excessive.
Download: Demystify! Hecatia VS. Hecatia (Danmakufu ph3)
Demystify! Hecatia VS. Hecatia v1.20c by Haru Spells: Worth 20 points each. If has multiple phases, each phase counts as 10 points. Nonspells: Worth 10 points each Stages: Worth 5 points per phase (determined by self) Backgrounds, music, sound and effects: Counted as part of "Theme and Experience" Organization and Ease of Use: Counted as part of "Other". My Player: Talos Hecatia, STTJ Teiki A Difficulty: Extra Nonspell 1: Interesting but can be very unfair if you're close to where the bullets form mega walls. Overall dull. [07/10] Spell 1: No room to maneuver or see where the bullets are coming if you're at the bottom of the screen, and my ears hurt. No variety either. In this case, the sound situation is so bad even without the music that even if the danmaku was interesting, it wouldn't get a good score. [11/20] Nonspell 2: Once again, my ears hurt. Also, this attack is almost guaranteed to kill you since the fast bullets like to cover the gaps in the slower bullets. And then you have the super slow bullets. And the entire thing is blue bullets on a blue background. [3/10] Spell 2: Painful sound effects aside, this attack is pretty decent. I like the way you have bullets from above and below. [16/20] Nonspell 3: Like the first nonspell but instead of being cheap, it's exceptionally boring, even moreso than the first nonspell. [06/10] Spell 3: The yellow fireballs are hard to see on the spell background, you can stay inside the moons and avoid the stars, and the entire spell feels like it's running at 20 FPS because of how dense and slow everything is. Disappointing. [13/20] Spell 4: Dense, not fun. That basically covers the blue phase. The green phase would be nice except that the angular velocity makes everything form a wall. It's not bad, but it's not fun, and it just drags on. The red phase is likewise a drag. [8/20] Spell 5: Hurts my eyes, Hecatia's bullets (first wave) are cool but the angular velocity makes them very unfair. It's so slight that it doesn't add much while at the same time making it exponentially harder to dodge Clownpiece's rings. Did I mention the sound effects? However, then you have the lasers, which burn your eyes but are better... and then the yellow stars that blend in with the background and are super shiny. Shiny does not equal good. [8/20] Danmaku Raw Score: [72/130] ~ 8.9/16 Theme and Experience Raw Score: 00/02 Other Raw Score: 01/02 Overall: 9.9/20 Comments --Please do not use .mp3 files for music. I was unable to play your script with the bgm. --It is advised that you do not hide parts of the story depending on the difficulty. --I know that you forced a certain player, but those who haven't used this player (which is VERY recent) before may not know how to bomb with it - especially the fact that you need to manually restock your ammo. This did not work in your favor. --I find it difficult to get past the second nonspell with all of the lives, so I overrode your player with one of my debug mode players in order to actually play the rest of the script. --Also, what's up with the super large lifebars on your attacks? An extra stage nonspell should last 10 seconds tops, and many Touhou spellcards can be cleared in under 20 seconds.. It takes half a minute to clear one of your nonspells. --Your script ruined my good mood.
Download: Scarlet Devil Chaos (Danmakufu ph3)
Video: DNHLP 35
Scarlet Devil Chaos v1.0 by Kirbio Spells: Worth 20 points each. If has multiple phases, each phase counts as 10 points. Nonspells: Worth 10 points each Stages: Worth 5 points per phase (determined by self) Backgrounds, music, sound and effects: Counted as part of "Theme and Experience" Organization and Ease of Use: Counted as part of "Other". My Player: Sakuya-Marisa Difficulty: Contest Nonspell 1: Pretty solid, very much Flandre. I like the way the two components work together. [08/10] Spell 1: I really like how each part of the spell works - the bullets created by the lasers initially restrict, but then cause the player to move, especially when the other bullets arrive, and then the explosions add quite a bit more depth to the spell. Nice job. [19/20] Nonspell 2: I like the way you handle this nonspell, with the lines and knives. It works quite well, especially the phased approach. [10/10] Spell 2: I love the way the spell is designed, with the rings keeping you on your toes while the blasts making you move. It looks great and plays great. My only gripe is the very first ring of bullets, which can spawn lower than expected. [19/20] Nonspell 3: The shimmering arrowheads do not work well graphically - they distract from everything else. Overall solid but not the best. [07/10] Spell 3: I like how the layers in this attack work, with the restrictive web as well as rings and spirals. Each component does a good job. [18/20] Spell 4: I love this spell. The way it works is simple and very easy to understand, and the execution is very good. I also appreciate that if you mess you the first few times, you can still squeeze between the blasts. Very simple yet very well designed. Later phases can be a little painful though. [20/20] Spell 5: So starting off, this is awesome... until you accidentally confuse the lasers with the design on the spell background that has the same colors (red and black) as the actual lasers... Anyways, I love this spell, especially the gigantic screen-covering blast phase. There's quite a lot to this spell, and the only real complaint outside of that laser issue is the delay lasers that only seem to have aesthetic purpose (the bullets they warn you against are slowish). [20/20] Danmaku Raw Score: [121/130] ~ 14.9/16 Theme and Experience Raw Score: 02/02 Other Raw Score: 02/02 Overall: 18.9/20 Comments --I like Junko's face XD --Getting hit and autobombing the moment before an attack ends causes the game to drop to 2 FPS for some reason.
Download: Pure Gensokyo - Label Noir (Danmakufu ph3)
Video: DNHLP 36
Pure Gensokyo - Label Noir v1.00a by Lefkada Spells: Worth 20 points each. If has multiple phases, each phase counts as 10 points. Nonspells: Worth 10 points each Stages: Worth 5 points per phase (determined by self) Backgrounds, music, sound and effects: Counted as part of "Theme and Experience" Organization and Ease of Use: Counted as part of "Other". My Player: Junko Difficulty: Easy Attack 1: Pretty simple attack here. I like the arrows, but the talismans aren't particularly distinct against the background. Too much blur. That said, a solid nonspell. [08/10] Attack 2: Everything is fine until the amulets begin to cover up the dark purple bullets. The talismans themselves are pretty good but the transition can be cheap due to the high probability of being walled. [08/10] Attack 3: First part is challenging but effective. And then the transition is pretty terrible. There's a pretty high chance of the gap between the long strings being blocked by leftover bullets from before. A pretty nice attack though in general - that one transition aside, everything's pretty good. [09/10] Attack 4: OK this isn't fair at all, since the gap between the first two waves is nearly nonexistent. The phase after the first starts off amazing and then shoves you against the sides of the screen where you die. Not fun. Third phase is chaotic but fair. [06/10] Attack 5: First phase is pretty cool and I like it. Second phase is also pretty nice. Third phase is a clear reminder that this is Reimu... but those orbs really don't like to move. [07/10] Attack 6: First phase is pretty solid. Second phase is also solid but feels unusually ordinary. The third phase can easily cause death and isn't wonderful to dodge. Fourth phase is solid. [07/10] Attack 7: That opener looks awesome. Same for second phase. There is, however, a high chance of walling. [08/10] Danmaku Raw Score: [53/70] ~ 12.1/16 Theme and Experience Raw Score: 02/02 Other Raw Score: 01/02 Overall: 15.1/20 Comments --Please remember to submit the correct version of your script next time --I love your aesthetic, but honestly, the Hypers are a lot simpler than the 'help' suggests.
Download: Midnight Crimson (Danmakufu ph3)
Midnight Crimson vPure by Lunarethic Spells: Worth 20 points each. If has multiple phases, each phase counts as 10 points. Nonspells: Worth 10 points each Stages: Worth 5 points per phase (determined by self) Backgrounds, music, sound and effects: Counted as part of "Theme and Experience" Organization and Ease of Use: Counted as part of "Other". My Player: A2 Marisa Difficulty: Default Nonspell 1: Solid danmaku, looks good, and quite effective. Pacing feels a little off due to not syncing with music, and there's a long delay between waves. [08/10] Spell 1: Nice job here, though the ring of medium bullets is so dense that it can be very hard to avoid getting walled, depending on the RNG. A likable spell though, and I love the crystal spawn pattern. [19/20] Nonspell 2: Another solid nonspell, with good flow and nice danmaku. [09/10] Spell 2: It is exceptionally easy to get cheapshotted by the blasts here. Without knowing beforehand that they will launch halfway across the screen and annihilate everything, it really isn't possible to avoid. Still, I like the spell, and if you avoid the blasts, it's a pretty cool attack. [16/20] Nonspell 3: An attractive phased spell, until the angular velocity fireballs merge with the bubbles and kill you. It's obviously intentional, so I'm afraid that I'm going to have to deduct points for that. Having hard-to-see bullets using angular velocity in a mess of shiny bubbles is not amazing. [07/10] Spell 3: A super cool and well-thought out spell. I love how the magic circles look and work - it's very nice. However, you messed up by not putting spell resist on important bullets. Dying will result in the entire screen being empty for around 5 whole seconds. [17/20] Spell 4: A pretty solid spell, though getting trapped anywhere other than in the middle means that you might not be able to do much of anything. [17/20] Danmaku Raw Score: [93/110] ~ 13.5/16 Theme and Experience Raw Score: 02/02 Other Raw Score: 02/02 Overall: 17.5/20 Comments --Looks amazing and plays really well in general.
Download: An Unknown White UFO (Danmakufu ph3)
Video: DNHLP 37
An Unknown White UFO v1.1 by Meowstic (Dry the Meowstic) Spells: Worth 20 points each. If has multiple phases, each phase counts as 10 points. Nonspells: Worth 10 points each Stages: Worth 5 points per phase (determined by self) Backgrounds, music, sound and effects: Counted as part of "Theme and Experience" Organization and Ease of Use: Counted as part of "Other". My Player: A2 Marisa Difficulty: Default Midboss Nonspell: Stars out simple and then out come the pretty pretty lines of fireballs oscillating in unison. Very nice... until you get brutally murdered via actual wall of fireballs. Also, what's up with that insanely long health bar? I beat it with like 7 seconds left on the timer. [07/10] Midboss Spell: I want to like this attack and some of the components are really nice. However, all of the nice things end up blending in with the background and making it hard to see stuff. [16/20] Nonspell 1: OOH THAT'S PRETTY I APPROVE I LIKE... except dodging the blue talisman waves while weaving through the pink ones is not particularly easy. [08/10] Spell 1: The lasers flying upwards are 1000x more interesting than the lasers coming down at the player. However, Nue's swarm of blue bullets is sort of cool. Just that the lasers aren't [16/20] Nonspell 2: This nonspell is quite good. I adore the way you treat the talismans, and although the red bullets don't look amazing graphically, they work nicely here. [09/10] Spell 2: You cover the screen in... stuff. Not... too wonderful. Especially since the blue lasers like to blend in with the background. There's a lot of stuff going on here and it's just... too much. Danmaku-wise, it's not terrible, but it's not outstanding in any way, shape, or form. Disappointingly average. [15/20] Nonspell 3: Attack of the pretty amulets! They tend to shove you towards one of the sides of the screen but otherwise it's a pretty nice nonspell. [08/10] Spell 3: A solid spell, though also disappointingly average. So little happens here until you take one of them out. The UFO's solo is... eeeeeh. Not interesting and not fun. Just fast bullets without much of a gap between them. [15/20] Spell 4: Not fun. It's just aimedish bullets for some time that can't be seen since the fog covers up the timer. It's repetitive and bland. [14/20] Spell 5: The first phase is disappointing. And then you proceed to cover the screen in white bullets. While the later phases aren't bad, they're... average. In the end the spell is just lasers everywhere with nice patterns in between. [15/20] Danmaku Raw Score: [123/160] ~ 12.3/16 Theme and Experience Raw Score: 02/02 Other Raw Score: 02/02 Overall: 16.3/20 Comments --Junko animation 10/10
Download: Pure Eternal Flame (Danmakufu ph3)
Pure Eternal Flame v??? by Natashi Spells: Worth 20 points each. If has multiple phases, each phase counts as 10 points. Nonspells: Worth 10 points each Stages: Worth 5 points per phase (determined by self) Backgrounds, music, sound and effects: Counted as part of "Theme and Experience" Organization and Ease of Use: Counted as part of "Other". My Player: Haru's Reimu, STTJ Teiki A Difficulty: Default Nonspell 1: Solid nonspell. Feels a little too rainbow for Mokou though. [07/10] Spell 1: The phoenixes cover an incredible part of the screen and easily wall. However, it's a decent spell overall. [16/20] Nonspell 2: Looks and plays quite nice. I love how the flames look as well as how they work with the talismans. [10/10] Spell 2: The talismans can be incredible hard to spot over all of the other stuff on the screen. Other than that, looks pretty decent. [16/20] Nonspell 3: Unlike the previous nonspells, this one feels out of character - rainbow knives don't really fit Mokou very well in this scenario. The danmaku isn't bad, but isn't fabulous either. [07/10] Spell 3: Overall, not a bad spell but feels very underwhelming, and bullets can come from below. [15/20] Spell 4: There's a lot of visual noise in this survival. Overall very chaotic and not fun. [13/20] Spell 5: 20 FPS yay. All I see is red bullets that form a nice cage as well as rainbows everywhere. Disappointing and laggy. [14/20] Danmaku Raw Score: [98/130] ~ 12.1/16 Theme and Experience Raw Score: 00/02 Other Raw Score: 02/02 Overall: 14.1/20 Comments --Your 'Lives' and 'Spellcard' text have weird black lines on them --Text is hard to read --You decided to use an expanded screen but did not change certain parts of your script (e.g. End Scene) to work with that expanded screen. --Having Mokou be immune to all damage while there's a player bomb is very frustrating, although I understand why you did it. --There is a lot of visual noise in this script, with all of the text and the disappearing player sprite and all kinds of other things --I can't get past Spell 3 on a normal run. --Mokou has enormous lifebars... or rather, during spells, she moves around all the time and her hitbox is around 2/3 what I'm used to (radius of 24 instead of 36) --Runs around 40 FPS for me.
Download: Pure Judgement (Danmakufu ph3)
Video: DNHLP 38
Pure Judgement v1 by PhantomSong Spells: Worth 20 points each. If has multiple phases, each phase counts as 10 points. Nonspells: Worth 10 points each Stages: Worth 5 points per phase (determined by self) Backgrounds, music, sound and effects: Counted as part of "Theme and Experience" Organization and Ease of Use: Counted as part of "Other". My Player: Mr. Blue Reimu Difficulty: Default Nonspell 1: Simple, yet surprisingly challenging and fun. Solid attack here. [08/10] Spell 1: I love the fireballs here, and the way the knives and fireballs work together is quite effective. Shikieiki's standard blast also works well, though the last wave of blue knives can be a little too slow. Nice job. [18/20] Nonspell 2: I love the blue and red spawn patterns, and the aimed bullets add quite a bit of fun to the dodging. Overall a solid and effective nonspell. [09/10] Spell 2: The various components work rather well together, and it's both fair and someone challenging to dodge, which is very good. Doesn't feel like Shikieiki for some reason but a solid spell. [16/20] Spell 3: Overall a rather simple but effective spell. I love how the red and blue bubbles overlap to form purple, and how the restriction on the screen encourages macrododging as well as redirecting the blast. Nice job here. [17/20] Danmaku Raw Score: [68/80] ~ 13.6/16 Theme and Experience Raw Score: 02/02 Other Raw Score: 02/02 Overall: 17.6/20 Comments --Bullets sometimes spawn after the conclusion of the last spell --The difficulty is absolutely perfect. It's on the verge of being a little too hard for general purposes but hits the sweet spot instead --Thank you for informing us in advance about the situation with the player.
Download: Pure Insanity (Danmakufu ph3)
Pure Insanity v1.00A by Pikmin H Spells: Worth 20 points each. If has multiple phases, each phase counts as 10 points. Nonspells: Worth 10 points each Stages: Worth 5 points per phase (determined by self) Backgrounds, music, sound and effects: Counted as part of "Theme and Experience" Organization and Ease of Use: Counted as part of "Other". My Player: Reimu Difficulty: Default Nonspell 1: The stars are sort of fast and the pattern doesn't feel very Clownpiece, and the lasers are... eh. But not bad. [07/10] Spell 1: While I like the way the fireballs spawn, this pattern... feels average. [15/20] Nonspell 2: Definitely a pretty attack, but the aqua fireballs doing have that MURICA oomph I was expecting. [08/10] Spell 2: Forcing players to dodge through those tiny gaps in order to avoid getting shoved into the bottom right corner ruins whatever this spell offered. As a reminder, most players probably won't try to stick between two lasers (the gap is only a few pixels wide) and it is super easy to get cheapshotted in that situation. [10/20] Danmaku Raw Score: [40/60] ~ 10.7/16 Theme and Experience Raw Score: 01/02 Other Raw Score: 02/02 Overall: 13.7/20 Comments --Background is not seamless --That last spell really ruined the script for me
Download: Purified Taiko Drum (Danmakufu ph3)
Purified Taiko Drum v1.1 by Python Spells: Worth 20 points each. If has multiple phases, each phase counts as 10 points. Nonspells: Worth 10 points each Stages: Worth 5 points per phase (determined by self) Backgrounds, music, sound and effects: Counted as part of "Theme and Experience" Organization and Ease of Use: Counted as part of "Other". My Player: JunkoA Difficulty: Default Nonspell 1: Standard Raiko. Can be a little hard but overall quite nice. [08/10] Spell 1: I like the spell and how the phases work. The curvy lasers work nicely, as do the yellow arrow formations. Sound effects are, however, near-inaudible. Which is a shame, because they work so well with the spellcard. [18/20] Nonspell 2: Another solid nonspell. I love how the faster arrow formations are narrower, so they never wall you. Well-designed and quite nice to play. Also, PENTAGONS. [09/10] Spell 2: This spell looks amazing but the timing between waves is a little painful. Also, it feels very empty as an attack. [16/20] Nonspell 3: I love the mini-formations as well as the phasing and colors used in this nonspell. It works really well as a whole. [10/10] Spell 3: An interesting and rather well-executed spell, though the fast arrow formations seem to not be spell-immune. [18/20] Spell 4: I absolutely love the way the first wave of purple notes spawn - it looks great. And as the layers stack up, you have a very attractive spell, both when dodging and when watching the bullets themselves. It gets crazy near the end but that's part of the fun, I guess. [18/20] Danmaku Raw Score: [97/110] ~ 14.1/16 Theme and Experience Raw Score: 01/02 Other Raw Score: 02/02 Overall: 17.1/20 Comments --Dialogue text is very hard to read on that background. --Difficulty can be a little painful
Download: Rainbow Kaguya (Danmakufu ph3)
Rainbow Kaguya v??? by RickyRister Spells: Worth 20 points each. If has multiple phases, each phase counts as 10 points. Nonspells: Worth 10 points each Stages: Worth 5 points per phase (determined by self) Backgrounds, music, sound and effects: Counted as part of "Theme and Experience" Organization and Ease of Use: Counted as part of "Other". My Player: A2 Marisa Difficulty: Default Nonspell 1: Pretty standard Kaguya. Works well visually and when dodging. Starts a little too quickly though. [08/10] Spell 1: A solid spell with components from above and from the sides. My main complaint here is that some bullets blend in with the background - the arrowheads also tend to become invisible on the magic circle. [17/20] Nonspell 2: I would have preferred that the bullets of every other wave do something different, but oh well. Also, staying above Kaguya sort of cheaps the attack if you have a homing player. [7/10] Spell 2: You might want to tone down those sound effects a bit but danmaku-wise, a solid spell that's rather interesting to play. I like how the restricted playing area works as well. [17/20] Nonspell 3: Another solid nonspell. I like how the spawning of the pellets works in conjunction with the yellow bullets' speed. [08/10] Spell 3: I love how this spell looks and works but the spell disintegrates into 'stay in the area inside the sine wave' and then the entire thing becomes super boring. Also, very high tendency to wall. [16/20] Nonspell 4: Another very Kaguya-esque nonspell. Rather effective though boring. [07/10] Spell 4: Another attractive attack similar to Nonspell 3. However, dodging is extremely simple and it's a little too shiny overall for my tastes. [16/20] Spell 5: An extremely claustrophobic spell. Not bad, but very shiny and very slow. It's just the random round balls that are the problem though - the other components are fine. Later phases are slightly better in this regard since there's less shiny stuff in a packed area. My main complaint, however, is how long the survival is. [16/20] Spell 6: Ugh, shiny bullets that blend into the background. Unfortunately, it's just... not amazing. [14/20] Danmaku Raw Score: [126/160] ~ 12.6/16 Theme and Experience Raw Score: 02/02 Other Raw Score: 01/02 Overall: 15.6/20 Comments --Sorry I couldn't figure out why the script occasionally decides to randomly freeze --Having 'I don't know' as your #Text for the executable does not help us find the correct executable.
Download: Purely Unsealed Demon (Danmakufu ph3)
Purely Unsealed Demon v1.3.1 by Sphe Spells: Worth 20 points each. If has multiple phases, each phase counts as 10 points. Nonspells: Worth 10 points each Stages: Worth 5 points per phase (determined by self) Backgrounds, music, sound and effects: Counted as part of "Theme and Experience" Organization and Ease of Use: Counted as part of "Other". My Player: Purified Reimu Difficulty: Invincible Mode Stage Phase 1: Overall a clean stage portion. The way everything runs is very smooth and clean, and I like the way the bullets behave. [05/05] Stage Phase 2: I like how the ring fairies work, as well as how the orbs work with them. Another clean and well-executed stage phase. [05/05] Midboss Nonspell: Simple, easy to understand, and undeniably effective. [09/10] Midboss Spell: The bullets that look like they have no hitbox are problematic, as is the constant firing (without any breaks, and not so easy to change direction via redirecting since they spawn so often). Otherwise a solid spell. [16/20] Nonspell 1: A seemingly simple attack but one with surprisingly great depth when it comes to dodging. Very nice. My only real complaint here is the purple bullets blending in a little with the background. [09/10] Spell 1: Although it looks unfair, this spell is superbly designed, and I love how each of the three parts work in conjunction, with the yellow restricting area, the lasers, and the white bullets. An excellent spell. [20/20] Nonspell 2: Other than the blue bullets blending in with the background, there is nothing to complain about here. A solid nonspell that is fun to dodge. [09/10] Spell 2: Phase 1: Unfortunately, the yellow waves catch the player by surprise. The delay time seems to be less than the preceding lasers and the web is so dense that the player cannot react in time if they are at the epicenter. The blue wave also has the problem of the delay lasers blending in with the background. Additionally, there are mysterious lag issues. I do like this part of the spell though. [08/10] Phase 2: I like the geometric web as well as how the white bullets force the player to macrododge while being aware of their surroundings. A nicely executed phase that does not force the player to position themselves inside the n-gon until near the very end. [10/10] Spell 3: There's a lot going on here and there's quite a bit of lag, but I love how each of the colored blasts works well. The rainbow ordering (and not having a random order) also works well here and I love the spell in general. Excellent work. [20/20] Danmaku Raw Score: [111/120] ~ 14.8/16 Theme and Experience Raw Score: 02/02 Other Raw Score: 02/02 Overall: 18.8/20 Comments --In the last spell, some of the text renders partly off-screen --The lag is amazing.
Download: Alice (Danmakufu ph3)
Video: DNHLP 39
Alice v1.1 by TresserT Spells: Worth 20 points each. If has multiple phases, each phase counts as 10 points. Nonspells: Worth 10 points each Stages: Worth 5 points per phase (determined by self) Backgrounds, music, sound and effects: Counted as part of "Theme and Experience" Organization and Ease of Use: Counted as part of "Other". My Player: Junko Difficulty: Easyish Attack 1: First phase is nothing spectacular, though I like how the droplets and dots don't conflict with one another. The second phase is quite nice, and I like how the fast bullets are aimed. [09/10] Attack 2: A solid and pleasing attack. I like how Alice's sweeping blasts are timed, and I also like the other components (the ones that actually kill you). A well-thought out and interesting attack. [10/10] Attack 3: First phase is pretty simple yet effective. Second one can catch the player off-guard but overall, a solid attack. [09/10] Attack 4: The angular velocity is strong with this one. A very nice attack with different but very fair components. [10/10] Attack 5: I love how the bullets spawn here. And dodging-wise, it's also quite effective. Nice job. [09/10] Attack 6: Another very nice attack - a good spin on the original PC-98 Alice and very effective as a spellcard. [10/10] Attack 7: I highly appreciate the larger gap for the player in this attack. I especially like the green phase as well as the overall flow and pacing of the attack. The Junko phase is a very nice treat as well. Quite effective, though not terribly amazing. [09/10] Danmaku Raw Score: [66/70] ~ 15.1/16 Theme and Experience Raw Score: 02/02 Other Raw Score: 01/02 Overall: 18.1/20 Comments --Still needs the other menu options to be visible on the main menu lol. --A death sfx for the player would be nice --Player looks waaaay too modern for the boss battle
Download: Resurrection of Forgotten Flame (Custom Engine)
Resurrection of Forgotten Flame v5.10.16.10 by WishMakers Spells: Worth 20 points each. If has multiple phases, each phase counts as 10 points. Nonspells: Worth 10 points each Stages: Worth 5 points per phase (determined by self) Backgrounds, music, sound and effects: Counted as part of "Theme and Experience" Organization and Ease of Use: Counted as part of "Other". My Player: Marisa Kirisame Difficulty: Original, Novice Nonspell 1: Pretty standard, though the second phase is a welcome addition. [08/10] Spell 1: I cannot stress how easy it is to not make it inside that ellipse and get instantly cheapshotted. If the player is at the bottom of the screen when the spell starts, it is nearly impossible to make it inside the ring without being killed. The rest of the danmaku is firmly inside the 'eh' and 'meh' categories. [10/20] Nonspell 2: Another standard nonspell. The second phase is... mediocre at best. [07/10] Spell 2: An extremely cheap spell. The spawners are invisible in the swarm of player bullets and when multiple ones spawn, the sound effects hurt the ears. Unfortunately, there isn't very much that could be considered redeeming about this attack, though I guess it would be slightly more bearable with more visible spawners, delay clouds, more opaque player bullets, and better sound control. [06/20] Nonspell 3: Aside from the fact that trying to determine where the player hitbox is relative to all of the amulets, it's not a bad nonspell. [08/10] Spell 3: Since Marisa's movement speed is so slow and she can only fire straight up, this spell feels pretty meh. Additionally, you introduce some kind of timer in the bottom right. Its purpose is confusing and doesn't make much sense given that this is basically a survival. Additionally, the numbers (like 19) are not aligned well either. It seems that you need to die 5 times to get a brief 5 or so second window to damage Mokou, which is pretty cheap. The player can also be hidden behind this timer. I know it's explained in the README, but the spell is so poorly made as a whole that it's not really worth it. Especially because Marisa isn't fast enough to reach the rings before they disappear (hence dying as the most efficient way to collect rings) [0/20] Spell 4: Disappointingly boring. The entire thing consists of standing under Akyuu. That's it. No real challenge here, and nothing interesting at all. A dissappointment of a 'trump card'. [08/20] Danmaku Raw Score: [47/110] ~ 6.8/16 Theme and Experience Raw Score: 00/02 Other Raw Score: 01/02 Overall: 7.8/20 Comments --Please never ever use those player shot graphics ever again. Your player shots need to be transparent so that we can see the enemy bullets. --The screenshake doesn't seem to work correctly --Player speed is a little low for Marisa, in my opinion --Is Novice Mode Easy or Lunatic? I can't tell, honestly.