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Rohi - Kakuzetsu Thanatos [Taiko|Osu]

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Scorpiour
/me slaps baka wmf
Chewin
omg coming
Raging Bull
21
Star Stream
Really fun map
qoot8123
taiko diff finished~
http://puu.sh/1VfFm
hope you like it><
scanter
Amazing :D
tutuhaha
:O
Dark Fang
awesome :OO

btw just saying.

[Rin]

00:15:064 - why do not you try use two 1/3 repeat slider 00:34:264 - like this. because music thus, the difficulty has been upsurge from 00:10:564 . Players should be adapt follow the difficulty. In the process, 1/3 circle pattern feel too hard. or reduce difficulty than current. IMO

Star~ \:D/
ShadowSoul
27
Topic Starter
NatsumeRin

Dark Fang wrote:

awesome :OO

btw just saying.

[Rin]

00:15:064 - why do not you try use two 1/3 repeat slider 00:34:264 - like this. because music thus, the difficulty has been upsurge from 00:10:564 . Players should be adapt follow the difficulty. In the process, 1/3 circle pattern feel too hard. or reduce difficulty than current. IMO

Star~ \:D/
Reason is simple... for the pattern it's playable but probably hard to read... compared to let players retry later, i'd rather put it a earlier time.
Also the current one shouldn't be that hard anyway.

Edit: well.. not really sure... i'm trying other ways.
silmarilen
29
lolcubes
Since I actually like the maps on the base level, I really don't like how certain patterns play in general, mostly cause they break the flow, and this is what kills this mapset for me. I have played through Rin and Skystar diff currently.
I will label things in red what absolutely must be changed no matter what. In regular black will be things that should probably get changed but don't just dismiss them without even considering the reason why am I suggesting that. I respect the style but sometimes I feel that it just doesn't work and should change because it impairs the playability without any good reason.

I'm getting offset 76~78 for this.

[Rin]
  1. 00:11:914 (4) - Considering the movement required here, if you ctrl+g this it plays better.
  2. 00:14:914 (4,5,1,1,2,3,1) - Eh, this is unreadable because of the hitbursts. You can't notice that the last object is a slider. I know it's your style to use overlaps to your advantage but this just doesn't work if you ask me. The flow here is bad.
  3. 00:31:114 (4) - ctrl+g please, this jump breaks the flow.
  4. 00:33:514 (4) - Same here. If you really don't want to, try reversing the slider 3 in these two cases then, it flows better and preserves already high spacing.
  5. 01:12:864 (3,1) - This and all instances of this are actually quite a lot harder than it looks like, at least on mouse. http://osu.ppy.sh/ss/593647 this is more classic but it flows well.
  6. 02:31:189 (2) - Is this note really necessary?
  7. 02:53:389 (2) - Bigger spacing here please, it's hard to read considering the fast pacing.
  8. 03:02:989 (2) - This one is even more important, needs much bigger spacing.
  9. 03:08:931 (2,3) - Visibility here needs to be better. Even on a still screenshot you won't notice the slider at a glance, you will really have to focus.
In addition, there are a lot of moments where some jumps felt like they are forced, 02:54:364 (1,2,3,4,5,6,7) - this whole combo kinda flows badly, and some other patterns are generally quite hidden, but I guess that's not that bad.

[Skystar]
  1. The hitsounds are quite low, might want to increase the volume a bit.
  2. 00:32:389 (2) - This is very hard to notice, you should really try to make this more clear.
  3. 00:32:914 (2) - This is barely noticeable, you really have no reason to stay in this area so much, there is a lot of free space around that you can use. This just plays awful.
  4. 00:37:639 (3) - Incorrectly snapped.
  5. 00:50:464 (1,2,1,2) - The spacing in combos like this should be different. It's really hard to tell for someone who doesn't know the song. There is really no reason to keep it absolutely the same. Goes for all of such patterns.
  6. 01:00:514 (3) - This is almost 100% invisible on default skin during play.
  7. 01:12:664 (1,2,3,1,2,3) - Please, don't do things like this. This plays really poorly. If you already want to break the flow (which I have no idea why would you), at least make them visible. This is a part which should flow well because the music feels like it connects 2 parts, this is the complete opposite. Just check how you did 01:22:264 (1,2,3,1,2,3), this actually flows much better.
  8. 01:16:864 (1,2,3,4,5) - It's impossible notice the 2nd object is a slider. Same goes for 02:53:164 (1,2,3,4,5) and every other occurence.
  9. 01:51:064 (1,2,1) - This is really flow breaking and really awful to play. Why stack? This stack makes 0 sense.
  10. 02:48:964 (1,2,3,1) - This is actually unreadable. There are many ways to make this work. There was a hitburst here so you should try repositioning this somewhere else, and don't just return to an already played note if possible, that flows bad. Check 02:58:564 (1,2,3,1,2,3) - for example, this is just a really good example on how to do this well.
Overall I think the skystar diff here is focusing too much on artificial difficulty, meaning the objects are intentionally placed to trip the player, usually by silly overlaps or (unintentional?) hiding behind hitbursts. This doesn't need to happen all the time, the map is already really really hard, so using tricks to impair visibility is a bad thing. It's a cool effect sometimes, but in this case it just breaks the flow and readability without any really good reason if you ask me.

Anyways I hope this helps a bit. It's kinda silly to have this in pending btw haha.
-Napoleon-
Hello NatsumeRin! :)

Can I make a easy GD? I really love your maps ;w; And I would like to make a diff for your mapset...

So what do you think? Can I make it? :)
Topic Starter
NatsumeRin
You could have a try, i'll check the quality then decide to use it or not.

lolcubes wrote:

Since I actually like the maps on the base level, I really don't like how certain patterns play in general, mostly cause they break the flow, and this is what kills this mapset for me. I have played through Rin and Skystar diff currently.
I will label things in red what absolutely must be changed no matter what. In regular black will be things that should probably get changed but don't just dismiss them without even considering the reason why am I suggesting that. I respect the style but sometimes I feel that it just doesn't work and should change because it impairs the playability without any good reason.

I'm getting offset 76~78 for this. I'll ask more to check, but keep it now because i'm pretty confident with the current one. (both listening and testing..)


[Rin]
  1. 00:11:914 (4) - Considering the movement required here, if you ctrl+g this it plays better. Listen to the pitch, it goes E-C-E-C, that's why i use such a placement here (i admit, not in all parts, sometimes i have to break it for other reasons, 00:35:764 (2,3) - etc), you could check 00:12:964 (3,4) - too, i use a different way because the sound works different.
  2. 00:14:914 (4,5,1,1,2,3,1) - Eh, this is unreadable because of the hitbursts. You can't notice that the last object is a slider. I know it's your style to use overlaps to your advantage but this just doesn't work if you ask me. The flow here is bad. http://puu.sh/1W65q http://puu.sh/1W675I The tail of the slider is obvious and as i could remember, such kind of overlap is fine. I don't mind a discuss about this, but won't change for now. Edit: if stack to 5, it makes the spacing quite weird.
  3. 00:31:114 (4) - ctrl+g please, this jump breaks the flow. As explained before.
  4. 00:33:514 (4) - Same here. If you really don't want to, try reversing the slider 3 in these two cases then, it flows better and preserves already high spacing. same.
  5. 01:12:864 (3,1) - This and all instances of this are actually quite a lot harder than it looks like, at least on mouse. http://osu.ppy.sh/ss/593647 this is more classic but it flows well. I'm pretty sure this change would break the feeling of those 1/3s (they should be in group not only combo colors, but also placements)
  6. 02:31:189 (2) - Is this note really necessary? not. both way is fine to me
  7. 02:53:389 (2) - Bigger spacing here please, it's hard to read considering the fast pacing. I think after the 1st kiai, players should already know this beat, also in the later stream, i want a effect that it flys very close to 2 http://puu.sh/1W6md, put it further may cause some problems.
  8. 03:02:989 (2) - This one is even more important, needs much bigger spacing. I don't think so. When you're playing a pattern here, you should get how music plays here (it's the 4th time already)
  9. 03:08:931 (2,3) - Visibility here needs to be better. Even on a still screenshot you won't notice the slider at a glance, you will really have to focus. http://puu.sh/1W6sw ..ehh..won't? For pros, focusing on such objects shouldn't be that hard (asked about 10 testplays but only 1 or 2 get 100 here.
In addition, there are a lot of moments where some jumps felt like they are forced, 02:54:364 (1,2,3,4,5,6,7) - this whole combo kinda flows badly, and some other patterns are generally quite hidden, but I guess that's not that bad.
It's in pending because i'm lazy to change it to WIP every time i submit...

Edit: I fixed the incorrectly snapped note in Skystar diff, leave others for him to decide.
RLC
mod :3

[Rin]
  1. 00:36:964 (1) - the sliders before this get all steeper, but this suddenly flattens out... maybe start 00:36:064 (1) - flatter and make it so that 00:36:964 (1) - is the steepest?
  2. 00:54:514 - it'd be nice to have something here, since the beat is pretty strong in this section (like you did at 02:11:314 (2) - )
  3. 01:40:264 (3,4) - these feel awkwardly close, maybe move (3) left a little
  4. 02:16:564 (4) - rotate this -15 degrees about itself? so that the diagonal symmetry is better
  5. 02:40:714 (1,1) - these match beats in the music, but 02:42:514 (1,1) - these don't. I would use something different for the first two than for the last two, to distinguish them
  6. 03:08:256 (3) - i would advise against hiding this... the spaced 1/4 immediately before it is already very challenging, the hidden note adds a LOT of reading strain
  7. 03:22:147 (1,2,3,4) - i think this would better match the intensity of the music if it was tilted like your other symmetries
[Skystar]
  1. 00:32:764 (1,2) - really hard to read in an already intense section ;;
  2. 01:01:114 (1,2) - i'm not sure if this is deliberate, but it's really misleading D:
  3. 01:56:464 (6) - NC?
  4. 02:39:664 (3) - the placement of this (and the following 1/4 sliders) look a little messy imo, maybe just space it from the rest of the stream with the stream's spacing? like http://puu.sh/1W9Kx
  5. 03:04:110 (1,2,3) - this concealed backtracking may confuse players a lot. I like the backtracking flow, but i suggest putting it somewhere where it's more visible
  6. 03:27:388 (3,4) - i expected (3) to be where (4) was... because the preceding part 03:26:510 (1,2,1,2) - establishes clockwise rotation
i'm too noob for this diff

hope i was somewhat helpful
Skystar
http://puu.sh/1WdoE
hah..
Since I'll get away for a while, just leave my diff to NTR. She will decides it next time instead of me.
Topic Starter
NatsumeRin

RLC wrote:

mod :3

[Rin]
  1. 00:36:964 (1) - the sliders before this get all steeper, but this suddenly flattens out... maybe start 00:36:064 (1) - flatter and make it so that 00:36:964 (1) - is the steepest? Just for the best visual effect imo.. nothing really special here.
  2. 00:54:514 - it'd be nice to have something here, since the beat is pretty strong in this section (like you did at 02:11:314 (2) - ) whatever.. added.
  3. 01:40:264 (3,4) - these feel awkwardly close, maybe move (3) left a little it may looks like that... but when design, i checked the beginning of these sliders.. Don't have better ideas yet.
  4. 02:16:564 (4) - rotate this -15 degrees about itself? so that the diagonal symmetry is better ...not that much... if you have to say, it's like 5 degrees
  5. 02:40:714 (1,1) - these match beats in the music, but 02:42:514 (1,1) - these don't. I would use something different for the first two than for the last two, to distinguish them yep, this makes sense, i just didn't find a better way to solve it. Between constanly 1/4s it's kinda hard to do ...
  6. 03:08:256 (3) - i would advise against hiding this... the spaced 1/4 immediately before it is already very challenging, the hidden note adds a LOT of reading strain maybe...? this needs more test for it.
  7. 03:22:147 (1,2,3,4) - i think this would better match the intensity of the music if it was tilted like your other symmetries considered to slow down it... anyway not much time before the BPM-decreasing part.
lolcubes
The only problem is that pros don't really play with the default skin, so they don't see the hitbursts. That's why it's a problem that should get addressed. :p
With my playing skin I didn't have much issues either (except for that one clusterfuck), but the default skin is the norm.
:)
Topic Starter
NatsumeRin
... I use default skin to map and i don't find it's that annoying either, but well i think it's because i'm too familiar with the map.
Aqo
ahhh what did you do

first of all fun map, but, many unreadable parts. Did you try playing this with HD? a lot of part is memorization for somebody who didn't look at the map in edit for 2 reasons:
1. Why slider tick 1? Please slider tick 2 on all three top diffs. Reason: for example on [Rin] diff all sliders starting from 01:08:470 have very confusing timing without a slidertick
01:11:470 (4,5,6,7) - part like this for example, hard to sightread what the timing of the objects is, really unclear. Even that it's consistent within itself, the player expects SV changes since they happened earlier, so all the slider timing here has to be played by-reaction and it's impossible to read understand the map timing. With slidertick it will be clear that it is 3/4 slider, right now it's like 1/1->1/2? 1/2->1/4? the slider shape doesn't really give indication of the timing there.
The sliders are ok just give it tick 2...

on [Skystar] diff, many stacks under slider bodies are impossible to read with HD and have to memorize:
00:32:395 (2) - this circle unreadable due to 00:31:720 (2)
00:32:770 (1) - this slider unreadable due to 00:32:170 (1)
00:44:620 (3) - readable by predicting from 00:44:470 (2,3,4,5) - pattern but maybe offset it a little? it's exactly under 00:44:170 (1) - right now
00:49:720 (1) - under 00:48:970 (1)
00:54:520 (1) - under 00:53:620 (1)
01:00:520 (3,4) - under 00:59:920 (3)
01:07:270 (1) - under 01:06:970 (7)
01:08:470 (1) - under 01:08:170 (1)
01:13:570 (2) - why stack like this without some stack leniency... 01:17:620 (3,4,5) - here too... 01:23:170 (2) - and here
01:25:570 (2) - and here, 01:26:020 (4) - and here
01:26:470 (1) - is under 01:25:720 (3)
01:45:270 (2) - 01:45:870 (2) - perfect stack under slider right before it...
01:47:320 (2) - 1 is less of a problem here, 2 is main problem due to slider fade timing on HD (under 01:46:870 (1) )
01:57:970 (4,6) - 4 and 6 read very weird because of 5, offset 4's position from 6 a little maybe?
02:19:720 (3) - under 02:19:270 (1)
02:24:070 (1) - with slider right before it, and 02:34:270 (2) - too, and 02:44:770 (1)
02:47:170 (1) - under 02:46:570 (1)
02:48:970 (1) - !!? the spacing from 1/6 slider... haha
02:49:870 (2) - under slider right before it, same for 02:51:070 (2) - and 02:52:720 (1) -
02:53:920 (3,4,5) - slider before it
03:00:220 (4) - under 02:59:470 (2) and 03:00:070 (3) - under 02:59:170 (1)
03:00:970 (1,2) - same
03:01:870 (2) - and 03:02:320 (4) -
03:02:770 (1) - under 03:02:020 (3) -
03:04:116 (1) - under 03:03:670 (3) -
03:11:700 (2) - slider right before it, 03:20:664 (2) - too, 03:21:223 (2) - too
03:27:101 (1) - under 03:26:516 (1) -

everything I pointed here is apparently not problem nomod since you can play with transparent skin and read approach circles, but on HD it's just not possible to sightread, since object is completely not visible.
I think if you offset the object positions (give circles that are under sliders a little stack leniency), this will play a lot better on HD, then player will be able to read the map and not have to go into edit to memorize it before playing.

btw [Rin] diff also has a little perfect-under-slider stacks, altho most of the map has ok offseting, but a few parts: 00:37:195 (2) - like this, you can kinda "guess" it from 00:37:195 (2,1) - pattern but still...
Skystar
hi, I can play it with HD without any problem. Oh well I'm just the difficulty's creator so I know that the all hidden patterns, right?
Aqo

Amamiya Yuko wrote:

hi, I can play it with HD without any problem. Oh well I'm just the difficulty's creator so I know that the all hidden patterns, right?
Please post scoreboard? You can play [Rin] and [Skystar] with HD and get >95%?
I asked 3 different top players who can play Saten 270~290 bpm maps with HD with no problem to try this and they all had trouble with some patterns that were stacked in a way that makes them unreadable HD.

If by "can play" you mean "can pass", that doesn't count, since obviously not 100% of the map is unreadable so if you only play the parts that you can read and consistently miss on the rest you can still pass; there are still some problem parts that have to be addressed (e.g. perfect stacks under slider bodies). I can pass this too with no problem.
Skystar
Both difficulties got 96% acc with HD even though my accuracy skill is really poor. Oh well since I was AFK now so I can't give any proof to you. You can distrust me of course, but it's fact. Actually so many players who stronger than me could also do this easily.
Can't quote your post due to my bad mobile phone, sorry.
Topic Starter
NatsumeRin
Could you guys stop?

@Aqo: Notes under slider is unfriendly to HD players, but it's still fine. This game isn't designed to be played with HD on all the time. If you still want to play with HD on, you'll be able to know how to do so. When you're commenting some notes "unreadable", try to think a bit more if it's a technical problem, or just "hard to see", this is quite different.

Amamiya Yuko is a good player, but HD or not on your own map shouldn't make much different from the very beginning, this is kinda weird for an evidence. Honestly, i could find some (maybe with screenshots) but kinda lazy to do it now.
RLC
http://puu.sh/1X2f9 i made a few changes to my diff (made kiais consistent with other diffs, and changed the end of the second kiai to match the flow at the end of the first one, and other minor changes)
Aqo

NatsumeRin wrote:

When you're commenting some notes "unreadable", try to think a bit more if it's a technical problem, or just "hard to see", this is quite different.
There is a technical problem that notes are completely invisible unless you're using a skin with invisible hitbursts and transparent hitcircles. I was under the impression that this is unrankable, sorry if I'm wrong. There is a difference between "hard to see" and "completely invisible". In the case of circles that are perfectly stacked under slider starts or ends within 1/1 and 2/1 timing, it's completely invisible.

I'm sure Yuko is a great player, but I've seen several good HD players get frustrated at this map due to the lack of offsetting on the pattern usage. Obviously it's your choice if you want to keep it like this and believe it's better.

However, tick rate 2 is mandatory for this map. The timing for sliders is unreadable with tick rate 1 due to sv changes, the player has to guess the slider speed after he already clicked on it since there's no indication for the difference between 1/2, 3/4, 1/1 slider.
Topic Starter
NatsumeRin
Hitcircles must never be hidden under slidertracks. Whether a hitcircle is partially or completely under a slidertrack, it is confusing for the player to read. Insane difficulties are the only exception to this rule.
I hope you're not creating your own rules, also what you mentioned is even not stack under slidertrack.
I guess you won't have approach circle skinned transparaent, do you?
Snowy Dream
这个Rin diff真是比利己主义难多了 差评
Pokie

Snowy Dream wrote:

这个Rin diff真是比利己主义难多了 差评
差評

--
46
punikidesu-
pokie!!!!
Kotone
Skystar's fans
星神哦尼醬快來還債
Topic Starter
NatsumeRin
盈盈不肯认我好伤心
Colin Hou
HNR
Muya
many diffs lol
rank is possible?
Topic Starter
NatsumeRin
The 8 diff limited already got removed (or up to 12?), it's possible (just would be hard to get XATs.....)
I'll just make a common spread and all then wait for gds rushed in... it makes me feel...proud...?
eveless
[Easy]
00:00:970 (1,2) - 一上来这边可能会不太好抓住节奏,换成slider?
00:16:870 (2) - 左右其实长得差不多,干嘛不直接对称
01:02:470 (2) - 延长1/2?嘛打起来确实也没问题就是

[Normal]
00:30:070 (1) - 靠这么近还加个变速有点坑

[Hard]
00:31:870 (3) - 不好看

[RLC]
01:24:670 (2,3) - how about Interchanging the positon to follow the flow
01:27:520 (5,6) - the pattern is not such good

[Skystar]
00:41:020 (3,4,5,6) - 歪了
01:15:370 (3) - NC一发?有点看不清(擦了擦眼镜

[Rin]
01:16:420 (4,5,6,1) - 歪了
01:43:270 (1,2,3,4,5) - 歪成这样能见人?
01:51:970 (2,3,1) - 间距有点不太好看

[Pokie]
02:21:520 (1,2,3) - 感觉无论是整体的位置也好还是3的位置也好都有点小失误

看完感觉我的近视度数加了,我觉得为了广大modder的眼睛着想你还是快点找MAT吧
RLC

goodbye wrote:

[RLC]
01:24:670 (2,3) - how about Interchanging the positon to follow the flow the flow right now is all counterclockwise for that part, so i'll keep those two notes where they are
01:27:520 (5,6) - the pattern is not such good i like the sharp movement to end the kiai
nothing changed for now, but thanks
Topic Starter
NatsumeRin

goodbye wrote:

[Easy]
00:00:970 (1,2) - 一上来这边可能会不太好抓住节奏,换成slider? 能坑点pc就更好了。。slider其实也无不可就是
00:16:870 (2) - 左右其实长得差不多,干嘛不直接对称……因为spacing和角度,可以治疗颈椎病
01:02:470 (2) - 延长1/2?嘛打起来确实也没问题就是 Easy不是很敢搞花的

[Normal]
00:30:070 (1) - 靠这么近还加个变速有点坑 感觉不得已。。

[Hard]
00:31:870 (3) - 不好看 冤枉


[Skystar]
00:41:020 (3,4,5,6) - 歪了 稍微修正了
01:15:370 (3) - NC一发?有点看不清(擦了擦眼镜 估计没办法

[Rin]
01:16:420 (4,5,6,1) - 歪了
01:43:270 (1,2,3,4,5) - 歪成这样能见人? 本意就是歪的不要不服
01:51:970 (2,3,1) - 间距有点不太好看 好了一点应该

[Pokie]
02:21:520 (1,2,3) - 感觉无论是整体的位置也好还是3的位置也好都有点小失误

看完感觉我的近视度数加了,我觉得为了广大modder的眼睛着想你还是快点找MAT吧
Frostmourne

NatsumeRin wrote:

it's possible (just would be hard to get XATs.....)
just no D:

General
fine !

Easy
01:22:870 (1) - finish head here , for being consistent with this in the other kiai part 02:59:170 (1) -
02:53:170 (3) - not a big problem, maybe intentional but a bit overlapping here is quite strange imo , mind moving it a bit ?
03:03:970 (1) - ^ consistent with 01:26:470 (2) - 's end

Normal
00:28:870 (3,1) - eh.. spacing ? , I don't know if it's ok since it's quite a short gap
02:42:070 (2,1) - ^ as 02:42:970 has the sound in the music too so it might be something guessable and people will get missed, quite a short gap like above
would be better if you consider adding note here 02:42:970
03:03:970 (1) - finish head ? reason is the same as the Easy diff
03:08:652 (1) - ^ if you added in the Easy diff

Hard
01:27:670 (7) - finish as you did in previous diffs
02:56:920 (2,3) - ctrl+g ? , I went wrong way (I moved to (3) before (2)) just in my opinion , I feel it plays better and more expected from here
03:00:370 (1,2,3,4,5,6,1) - from overview here , when looking through the playmode, I find 03:01:420 (6) - a bit overlapped with 03:01:570 (1) -
it's not that overlapping but it's a bit short when you compare with these distances 03:00:670 (2,3,4) -
03:03:970 (1) - finish head here ? if you did in Easy diff
03:06:604 (2) - I believe that this plays better on ctrl+g as it will be flowing similarly with 03:06:896 (3,4) -

Pokie
01:11:020 (2,3) - you may want to shape a star but as the flow from 01:10:270 (4) - to 01:10:495 (5) - and then suddenly goes to 01:11:170 (3) - will be more amazing
so I think ctrl+g here 01:11:020 (2,3) - will play really really better imo (I tested many times and it worked really well)

Rin
01:27:220 (4,5,6) - move this whole note to x:120 y:176 ? (balance with 2.0 spacing also)
it comes to this because from 01:25:270 (1,2,3,4,5,6) - , they have large spacings so it gives the feeling this flow goes better with larger spacing like this
have to say that the current is quite too short (found it from test play)
03:08:262 (3) - I'm worried about this one , it goes to the way that it has many stacks from other notes and
this note's color is quite dark so it's the hard spot to go on
03:10:581 (2,1) - would you mind moving these notes a bit closer to each other ? as you did on 03:10:009 (2,1) - and 03:10:295 (2,1) -
as you keep them like this

the distance from (2) to (1) here is extremely minor.. but with this speed, it's quite annoying sometimes to keep on the flow

it needs a bit work if you choose to move it

RLC
03:31:184 (1) - finish here ? just the end
I doubt why you don't have ranked maps....

Skystar
00:58:870 (1,2,3,4) - maybe something like this ?
because I think players will not even expect this 1/4 double notes so to expand them like this will help read easier and 01:01:270 (2,3,4,5) - will be readable because players knew the logic already.

Taiko are fine.
so call me back after you guys applied these suggestions
Chewin
amg go rin o/
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