Lemnear wrote: ↑Thu Apr 24, 2025 12:47 pm
Steven wrote: ↑Mon Apr 21, 2025 12:32 am
Bullet hell sucks because
- Vaguely defined, tiny hurtbox that results in a lot of both "how the fuck did I die, there was nothing anywhere near me!" and "how the fuck did I not die, I should have gotten annihilated!" but is necessary to survive the enemy bullet vomit
- Too much focus on awful, needlessly complex scoring systems that only a handful of people understand or chaining, which is boring/annoying and not fun
Can I apply the bold sentence to Elden Ring too?
Oh my god, I think the one below too
I don't know, I've never played it and don't know anything about it...
Lemnear wrote: ↑Thu Apr 24, 2025 12:47 pmWhy this hatred towards bullet-hell? Do you see that you like some of them

like Batsugun, Mars Matrix or Crimson Clover? ù_ù
lol it's in the thing you quoted.
I don't really care for Batsugun, though. It's... acceptable, but ultimately not especially interesting compared to most of the older Toaplan games, most of which do literally everything better: stage design, enemy placement, music, graphics, scoring, pacing (sometimes)... yeah. I do totally understand liking the short run time of Batsugun's... 15 minutes? 20 minutes? However long it is. It's ultra short, but that's not a bad thing. I am pretty sure it's longer than Hishouzame loop 1 (about 15 minutes and 59 seconds, provided that you no miss no bomb and pick up all of the bombs in the game), and it's definitely longer than Hishouzame loop 2 and Slap Fight, which come in at like 12 minutes each. Compare it to the 50 minute runtime of Zero Wing and yeah.
Crimzon Clover I can't explain. I just like it for some reason. I don't even really care for the graphics or music at all, but the gameplay is good, perhaps because it's bullet hell Soukyuugurentai with a very aggressive playstyle. Speaking of Soukyuugurentai, Mars Matrix has the same attitude and style that Soukyuugurentai has. Unlike Soukyuugurentai, it's extremely difficult right from the start. It does technically have a form of chaining, which I said I don't like, but it doesn't seem to bother me with Mars Matrix.
BareKnuckleRoo wrote: ↑Thu Apr 24, 2025 2:25 pm
I don't see why Batsugun can't be a bullet hell game. It's got a small hurtbox, bullet diarrhea, and a dumb scoring system that nobody likes (milking stage 4 boss, in this case. Boring!).
Its bullet count simply isn't dense enough to qualify. There's one or two patterns that involve navigating denser shots, but a lot of the time it relies on a lot of very unusual things like homing bullets you need to make wide movements to avoid and misdirect at times, and the hitbox is fairly large in Batsugun compared to the much smaller size in Batsugun Special. It's considered to be a precursor to bullet hell game, similar to Donpachi in that regard in that it was an in-between game before bullet hell style games started to really be established as a genre. Arguably Dodonpachi was one of first to really qualify with its tiny hitbox and very dense patterns to navigate.
Okay, so what is the exact number of bullets we need to be bullet hell?
It's a semi-rhetorical question, of course, but it's still interesting to consider. At least, I think it is. For the record, I think it is most likely not a bullet hell game, but it is much closer to what is considered bullet hell than something that isn't, so "in between" is probably the best answer, but if that wasn't a choice and I was only allowed to choose between "bullet hell" and "not", I'm choosing bullet hell.
Ultimately, I don't think it actually even matters because "bullet hell" doesn't have a formal or official definition, so...