hp/od things:
would increase +1 hp on inner & topdiff? basically after oni the hp progression goes up so that players feel the difference between difficulties more, also the length of the map is quite short.
also i can suggest change kantan od to 3. according to rc this is a little too much for this diff
Could add some of this additional tags for nicer searchability:
8-bit 8bit oishiichan おいしい
"8-bit 8bit" - the song is very 8-bit.
"oishiichan おいしい" - reference as stated in their bandcamp https://soundcloud.com/oishiichan/onigiri-freeway-free-download
Wait it's soundcloud, but well, still a meta reference anyway :trol:
I have some concerns with the spread and density between "Kantan" and "Futsuu".
Kantan is currently feels way too easy due to 1/1 patterns usage that quite sparse and have plenty of 3/1 and 4/1 breaks everywhere, while in Futsuu it consists of mostly 3/2 and occasionally 2/1 breaks. Plus the Futsuu has some complex snapping such like a 3/4 rhythm at 00:51:512 - 00:52:655 - 00:53:798 - etc while Kantan just consists of simple 3/4 rhythm that only appear like 4 times along the diff 00:51:512 - 00:53:798 - 00:56:084 - 02:04:655 - which make the gap between diffs feels way too far. I have some possible option in mind, and i would like more opinions about this if possible.
A huge buff to the whole Kantan diff, by greatly adding more 1/1 patterns with appropriate rest moments.
Rename Kantan to Shokyuu
and make a new Kantan to bridge the Futsuu and Shokyuu, without need a major buff, with this way the spread progression between diffs would'nt have a big gap, you can still keep the current rhythms in the diff or modify other stuff without worry.
Little correction, Kantan just consists of simple 3/4 rhythm -> Kantan just consists of simple 3/2 rhythm
Hmm maybe just me but could you explain the context of the top diff bg? Personally find it a bit questionable considering that this is not really a meme song or something similar.
Metadata reference:
https://soundcloud.com/oishiichan/onigiri-freeway-free-download
https://youtu.be/AKZd1zMxMlg
192kbps at ~19khz, good.
With little context from the Difficulty names, I wouldn't consider these Difficulty names to be progressive at all. Even had a hard time navigating through the Hardest difficulty in the Difficulty Selection.
I'd suggest sticking to a more progressive and linear difficulty scheme. Even the suggest Kantan Taiko Names work as well.
According to RC: ''Difficulty names in a beatmap must be clearly progressive and accurately indicating of their respective difficulties.''