This is just my opinion, but I think that grazing takes a lot of fun away from the gameplay. Bullet hells and shmups in general are about DODGING bullets, and score bonuses for going close to them has always seemed really cheap to me. Especially if it's just quickly slapped on the game without further design, like here. You could have made just a visible score value above each enemy in that stronger "dark mode", that increases while they are in it. It would essentially be the same thing (you have to keep strong enemies longer on the screen) without being confusing or taking freedom out of dodging.JDE wrote:The bullet grazing bonus was only added after a lot of deliberation, and I think it complements the existing scoring system nicely:Cagar wrote:Skipping this. Doesn't sound like very well thought game >__>New bullet grazing bonus to raise score and skill ceiling.
Using rapid shot on enemies will make them turn neon and use a stronger attack (shot density doubles), or "soul drain" them, after which you can get bonus points for finishing them off with laser. Before grazing was added, the optimum way of playing for score was to soul drain enemies then kill them with laser as fast as possible, so they didn't get much chance to do their strong attack. Now it's more beneficial to soul drain them quickly, then wait as long as possible before finishing them off, because their strong attack offers tons of bonus points from grazing.
In short, the bullet grazing bonus means that anyone playing for score will get to see a greater variety of enemy attacks than they would before this feature was added, and get a greater reward for surviving them as well. But if you're still not sure, why not give the free demo a try and see what you think?
Having to keep enemies on screen and forcing the player to NOT shoot is another story of "what design decisions I don't like" though. Don't mind me.
EDIT: Also I didn't notice a difference between the patterns of dark mode & normal mode enemies, do they even change?
Sorry for being harsh!