This script is what you call terrible? I’ve seen way worse garbage from amateurs who don’t know much about programming or spell creation. These spellcard designs are actually pretty interesting and well fleshed out; just need to tone down the difficulty to bring it in reasonable range. I notice you tend to use a lot of slow but very dense patterns, similar to something like Mushihimesama, so it's mostly reducing bullet density. Here's my first ideas as to how to do that while still keeping the spirit of the spells. First nonspell (0:25): Cut down on the white bullets and make them more predictable. Nightmare Lantern - Dream God Killer (0:46): Cut down on the circle bullets and give a warning line for the curved lasers. Second nospell (1:18) : Cut down on the arrows and make the rice wall patterns a little more varied. Accursed Lantern - Augur of the Mad King (1:46): Cut down on the amulets a bit and the rice bullets a lot (can speed up the rice bullets a bit to compensate), and only have amulets spawn around one spirit at a time. Third nonspell (2:32): Make the kunai less dense and the knife waves shorter. Horror - 10 Eyed Monster Watching While You Dream (3:03): Cut down on the number and density of rice waves. Fourth nonspell (3:28): Reduce the density of the darker bullets and the with of the kunai waves. (Maybe start by firing a narrower wave at the player and then follow with a wider one, and alternate.) Soul of Knight - Falcon of the Holy Grail (3:55): Reduce the density of the rice triangle waves, the bullets from below aren't needed, make the lightning tells more visible, and greatly reduce the density of the spiral of arrows. Ashen Soul - Immortal Flame's Reckoning (4:49): Make the charging attacks in phase 1 have more delay, reduce the density of the circle spiral in phase 2, greatly reduce or remove the random rice in phase 3 and slow down the charges, less lasers in the transition, less slow bullets in phase 4, and the final phase only needs 1 of the sets of yellow bullets and way fewer lasers. Fifth nonspell (6:40): Reduce the length and density of the kunai lines. Fear - Hollow Cage of Death (7:02): Make the bullets from the boss much less dense in the first pattern and slightly in the second, make the cage a little bigger in the second, and give the dark red bullets in the second part more of a delay. Sixth nonspell (8:02): Either make the kunai less dense or reduce/stop the lighter bullets when the kunai come down, and make the knives a bit slower/less dense. Murder - Mad Hunter Under the Living Moonlight (8:26): Make the rice and arrow waves less dense, the circle blast a bit narrower, and tweak the timing do you don't have to evade the waves and blast at the same time. Seventh nonspell (9:04): Slow down the rate of the slashes so things aren't as likely to wall you in. Claustrophobia - Death Cell (9:35): Cut down on the small white circles (or at least make their density consistent across the screen onstead of being densest where you're trying to escape), and tweak the firing pattern of the big circles so they don't go directly along the edge where your free space is (such as making them fire from the previous corner the boss was in rather than its own). Lone Soul - Bloody Murder in Hell (10:12): The periodic trap of big circles can be lossened in timing, and slightly reduce the density of everything else. Pure and Nameless Nightmare (11:17): The main thing is to reduce either the speed/frequency or the angle of the arrow waves so the player has some time to process everything while moving left and right, and change the kunai lines to something less likely to wall you. Also, what’s the music?
full respect for dropping a whole analysis on how to make touhou spells work (+ i have no idea what the OST is if i figure it out there is a 23% chance i will report back. it sounds like something out of a fromsoft game though)
This really is like the time when many started playing Touhou for the first time and watched a replay of one of these superplayers doing a LNN clear before you're good enough to beat a Touhou game on Easy/Normal 1CC just yet. lol
That being said, sheesh! these patterns would give highest difficulty/2nd loop Cave Shmups and Len'en Absurdly Extras a run for their money despite this script not being based on any specific resource count. 😰
wow reimu's tiny hitbox is putting in that WORK
This looks straight up nightmarish, but those spells are really creative °-°
This script is what you call terrible? I’ve seen way worse garbage from amateurs who don’t know much about programming or spell creation. These spellcard designs are actually pretty interesting and well fleshed out; just need to tone down the difficulty to bring it in reasonable range. I notice you tend to use a lot of slow but very dense patterns, similar to something like Mushihimesama, so it's mostly reducing bullet density.
Here's my first ideas as to how to do that while still keeping the spirit of the spells.
First nonspell (0:25): Cut down on the white bullets and make them more predictable.
Nightmare Lantern - Dream God Killer (0:46): Cut down on the circle bullets and give a warning line for the curved lasers.
Second nospell (1:18) : Cut down on the arrows and make the rice wall patterns a little more varied.
Accursed Lantern - Augur of the Mad King (1:46): Cut down on the amulets a bit and the rice bullets a lot (can speed up the rice bullets a bit to compensate), and only have amulets spawn around one spirit at a time.
Third nonspell (2:32): Make the kunai less dense and the knife waves shorter.
Horror - 10 Eyed Monster Watching While You Dream (3:03): Cut down on the number and density of rice waves.
Fourth nonspell (3:28): Reduce the density of the darker bullets and the with of the kunai waves. (Maybe start by firing a narrower wave at the player and then follow with a wider one, and alternate.)
Soul of Knight - Falcon of the Holy Grail (3:55): Reduce the density of the rice triangle waves, the bullets from below aren't needed, make the lightning tells more visible, and greatly reduce the density of the spiral of arrows.
Ashen Soul - Immortal Flame's Reckoning (4:49): Make the charging attacks in phase 1 have more delay, reduce the density of the circle spiral in phase 2, greatly reduce or remove the random rice in phase 3 and slow down the charges, less lasers in the transition, less slow bullets in phase 4, and the final phase only needs 1 of the sets of yellow bullets and way fewer lasers.
Fifth nonspell (6:40): Reduce the length and density of the kunai lines.
Fear - Hollow Cage of Death (7:02): Make the bullets from the boss much less dense in the first pattern and slightly in the second, make the cage a little bigger in the second, and give the dark red bullets in the second part more of a delay.
Sixth nonspell (8:02): Either make the kunai less dense or reduce/stop the lighter bullets when the kunai come down, and make the knives a bit slower/less dense.
Murder - Mad Hunter Under the Living Moonlight (8:26): Make the rice and arrow waves less dense, the circle blast a bit narrower, and tweak the timing do you don't have to evade the waves and blast at the same time.
Seventh nonspell (9:04): Slow down the rate of the slashes so things aren't as likely to wall you in.
Claustrophobia - Death Cell (9:35): Cut down on the small white circles (or at least make their density consistent across the screen onstead of being densest where you're trying to escape), and tweak the firing pattern of the big circles so they don't go directly along the edge where your free space is (such as making them fire from the previous corner the boss was in rather than its own).
Lone Soul - Bloody Murder in Hell (10:12): The periodic trap of big circles can be lossened in timing, and slightly reduce the density of everything else.
Pure and Nameless Nightmare (11:17): The main thing is to reduce either the speed/frequency or the angle of the arrow waves so the player has some time to process everything while moving left and right, and change the kunai lines to something less likely to wall you.
Also, what’s the music?
full respect for dropping a whole analysis on how to make touhou spells work (+ i have no idea what the OST is if i figure it out there is a 23% chance i will report back. it sounds like something out of a fromsoft game though)
@@acanine8526 Thanks. I’m not really an expert on spell design, just educated guesses since I’ve seen a lot of Touhou.
Omg I love danmakufus with your own oc, gotta learn how to create those in the future
JESUS CRYST-AL HOW MANY BULLETS!?!?
THEY MOVE SO FAST!
This is certainly either Lunatic or beyond Lunatic, ...
Overoverdrive
This really is like the time when many started playing Touhou for the first time and watched a replay of one of these superplayers doing a LNN clear before you're good enough to beat a Touhou game on Easy/Normal 1CC just yet. lol
That being said, sheesh! these patterns would give highest difficulty/2nd loop Cave Shmups and Len'en Absurdly Extras a run for their money despite this script not being based on any specific resource count. 😰
Her hitbox are smaller than micro dude
ultrakill from the dollar store