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Whenever you are like "Why is the difficulty spike sooooooooo huge" then you realize you are playing the level 3 levels ahead of the chronological level and you wont quit because you are mad by then.
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Nice game, but here's a bit of an advice from me : in a good bullet hell game, there shouldn't be ANYTHING that fires STRAIGHT on you. Got it?
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ive found this game damm near inpossible but i might just be a nub and hey i sicerly congratulate you if you manage to comepleat this
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Many people complained about the difficulty of the laser levels. Honestly, I always felt relieved whenever I saw them, thinking of them as the easier levels. What are you all doing on the laser levels? Do you see a laser under you, and you think, "Egads! Lazorzz!", and start flying all over the screen, only to bump into other lasers?
Since they generally spawn immediately under you, all what it takes is a gentle side-step with one or two taps, and they won't hit you. And if you need to pass through one, then it is as simple as those platformers which require you to wait for a repeating trap to disarm itself, then pass through.
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Anyway, I thoroughly enjoyed this game! I love bullet hell games, and I love rhythm games. This was a wonderful execution of both.
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Music. Is. Tight! All of the bosses were awesome and unique. Number 16 was a real pain, probably couldn't have done it without the jukebox and even then it took me a couple different songs.
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Cellar Door, you make great games, but come on. I can't beat level 5. LEVEL FIVE. I want to enjoy this like Rogue Legacy (I have it open right now) but this difficulty curve is killing me. I don't mean any offense, however, as it's still a well made game.
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It's a sweet sweet moment when you learn that a perfect run is awarded for not being hit at all, but for not losing any ships.
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Thirty minutes in, I'm still getting ruined on stage five; Whelp. I can offically call this quits. Great game though, Fantastic synergy of musical beats vs reaction timing vs movement efficiency. A regular and perfect bullet hell game if ever there was one. 5/5 for me.
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tip for 12: there are certain safe spots that the small bullets do not hit. use X to find them and stay around the general area for the period of time :3 just dodge the big ones
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I LOVE THISSSS! Touhou plus techno music awesome woohoo! Plus it's easier than Touhou. Touhou's level of skill is sooooo high D: Atleast in this I can get the satisfaction of beating the level! :P
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A tip for the hard badge: Level 19 is largely luck based. Don't get discouraged if you get many difficult bosses the first time. Also, stay away from the top of the screen, especially when the music begins to fade out.
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I love the first four levels... But for some odd reason I find myself unable to allow myself to play a level after getting hit once. The first four I all passed on my first try then all of a sudden 5 came and it took nine. Then after that I couldn't get the next two (with lasers it was because the 'laser's were to difficult to tell apart form the inactive and growing lasers; I even almost got it once just to get hit on the very last push halfway through a full burst that would have ended the level.) (And the other 'side to side' I always did alright but at at least one point in the some odd hundred times you have to go up and down I would hit a lag spike and either go to far or not far enough... I know it's not how the game was meant to be played in both a glitch and design way but I'm disappointed non the less.
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The tutorial while loading is a great idea, and the absorbing enery from bullets makes for an interesting dynamic. The only problem with the game, is that the music is horrible! It's like, low quality arcade music.
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When I started level 19 and I saw "WARNING: Final Boss" with the upgrade and reinforcements, I thought "Woah! I hope it's something huge!!" Nope, just revisiting the previous bosses with one large health bar. I hoped for an actual final boss to fight with it's own unique track. Until then, it was a great game with awesome tracks. 4/5 stars.
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If you don't like the tactic of players starting over when they're first hurt, just make the boss fight a little longer. Don't have an unskippable cutscene followed by an incredibly boring first boss that you can't even attack. That's just mean.
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There's an unskippable cutscene at the beginning of the credits. Just because it's short doesn't mean it's not incredibly annoying. Also, you need to give some kind of a warning for changing bosses. I don't like getting hurt because I don't have the psychic powers necessary to predict where bullets are going to appear.
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Dude, that's awesome.
This game is so good it made me forget for an hour that soundwaves do not propagate in the void of the space.
Congratulations, person, you're awesome.