Yeah what could be more intuitive than Galuda 2, or Futari Maniac, or Progear, or Ketsui. While some of the games may have an easy to understand underlying concept, putting it together and actually scoring well can be extremely confusing. I think the single worst thing about Cave games is how universally they punish bomb use and deaths. Using bombs? Can't score well. Maybe you're just playing for survival, die with bombs in stock trying to optimize use? Lose all your bombs. Raizing worked around this amazingly, making a game that's more fun to play thanks to not constantly being terrified you might bump the bomb button and not making you want to restart every time you die. The balance between scenery bombing and medalling from aerial targets keeps gameplay engaging and active the whole time, especially once you add in aura kills and whatnot in games where that applies. Very basic score mechanics that are non-intrusive enough for a beginner to easily ignore and deep enough to keep an experienced player happy for a long time.dunpeal2064 wrote: a fun and easy to pick up scoring system
Cave > Takumi
Cave games also tend towards really drawn out stages, especially the newer ones. Sometimes they're sufficiently varied and interesting, other times they just force you to put up with a few really annoying patterns for a really long time. Despite being my favorite Cave game, Futari may be the biggest culprit of this. While the stages may have some cool parts, there's always a lot of boring filler that makes practice tedious. Psikyo did a pretty good job of avoiding this, giving you short stages that sometimes feel like boss fights themselves. I very seldom find myself annoyed or bored halfway through a stage in Strikers 3 or Gunbird 2.
Raizing and Psikyo > Takumi > Cave