yo~
as requested.
[General]
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Good luck!
as requested.
[General]
- Kiai on -RIKKA-'s diff should finish 6ms later, to be consistent with other diffs. on on 01:16:568 instead of 01:15:882
- You may add 祝福の鐘の音は、桜色の風と共に to tags (japanese title of this VN) also you can put visual novel in tags, too!
- As far as I know diff should be under 3.24 stars to be rankable. In any case - star rating shows that this diff is NOT an [Easy] diff at all.
- Consider using AR3, but this diff is already too hard. In fact, I'd rename it to [Normal] and map a second [Easy].
- 01:05:254 - this section has slowdown that doesn't affects ANYTHING. What's the point of keeping it there? Change SV multiplier back to x1.00, please!
In fact, that diff needs some serious work on balance, imo. I guess you can rename it to [Normal] and use higher AR. THen make an [Easy] diff, that will be easy enough. Consistent 1/1 rhythm on 180 BPM diff is quite hard and doesn't looks like a good idea. What's more Slider Velocity is two times faster than Approach rate, and it looks weird, too!
- Consider using AR5 to make diff spread better balaced. AR5 will also fit with your Slider Velocity pretty good.
- 00:30:797 (1,2,3,4,5,6) - here and some similar patterns - it is a bit tiring for players, to click all these circles in a row. consider replacing some of these circles with sliders. So, your diff will be more playable. It's just a bit too hard for a [Normal] diff.
Messy patterns. I don't like the way how they're organized, but you use them a lot and changing patterns will require remap - so let's just keep it as is. ._.
- You're using the same velocity as [Insane] diff. It ruins dif balance. What's more this velocity is too fast for a [Hard] diff and dosn't fit with your AR.
- At least increase AR by one tick (AR8) because current AR is tooo low and playfield is flooded with circles, what's more AR is MUCH slower than slider velocity and it looks weird here.
Note: if you increase AR you should also increase OD and HP Drain to kee diff settings balanced. - 00:21:025 (3,4) - it's simply impossible to guess how many repeats does each slider has. Try to remove second repeat from (3) because it's unreadable, anyway. And add a circle at 00:21:282 - instead! It'll make your sliders consistent and readable.
Note: same happens to 01:15:368 (1,2,3) - - 00:24:111 (1,2,3,4) - nazi - I don't like how you stack these notes. Music goes fast and players want to move! So, these stacks are a bit confusing for players, consider unstacking these patterns to keep flow consistent. it's quite clear that the same suggestion goes for almost every single stack in this diff, you'll fix them all if you agree. :3
- 01:10:397 - I guess you've missed a circle here. It'd perfectly fit with music and vocals there. What's more - this beat is really loud, so you shouldn't ignore it.
- 01:13:140 - previously you had some vocals mapped, what happened here? Map these vocals, too! It will make your rhythm more consistent and playable. (long empy spaces may kill players because of HP Drain)
- 01:22:397 (1) - it's a bug. Place here a new combo, to fix this bug. As you can see NC is NOT enabled here.
Diff itself is kinda messy, too. That's ok for first map but you can improve it a lot.
- That's quite clear that playfield is flooded with circles, it makes diff less playable and unpleasant for players. Try to increase AR to 9. So, diff will be a bit more challenging and enjoyable.
Note: if you increase AR you should also increase OD and HP Drain to kee diff settings balanced. Fot now you can increase AR and HP/OD only, to keep this diff passable players. - 00:05:875 - you've ignored beat here + loud violin sound at reverse arrow feels a bit awkward. Consider removing reverse and making this slider shorter + adding 1/1 slider at 00:06:125.example. It'll fit with violin sound much better.
- 00:20:340 (1,2,3) - try to use 60% Soft sampleset + replace finishes at 00:20:682 (2) - with whistles. It will fit with music better and it'll help you to emphasize drums here.
- 00:21:711 (1,2) - nazi - due to low AR flow here is weird. Players may MISTAKENLY hit (2) without dollowing reverse on (1). example. Try to move (1)'s tail somewhere by curving it and making blanket-slider or you can simply move its tail some grids down
- 00:42:111 (2) - try to replace this circle with 1/2 slider to follow loud whistle sound in music. example
Note: don't forget to silince (2)'s tail to follow music beter. - 00:43:225 (6) - remove this circle. It follows nothing in music and sounds really awkward here. Overmapping is always a bad idea, a specially at this song, when you have plenty of notes to follow.
- 00:51:197 (4) - have you missed a new combo here? Looks like you change spacing and style of jumps there, so NC will help us to read it!
- 00:52:568 (5,6,7) - nazi - this triplet is hardly readable. It's stacked and that stak isn't really a good idea. Consider rotating that pattern a bit, (example 60 degrees). Oh, and maybe you should place NC at 5 to point out rhythm changes.
- 00:59:768 (3,4,5) - that compressed triplets looks pretty awkward here, this is kiai, so it's better to keep spacing consistent here, space this triplet with regular spacing. ._. as you did it with 00:57:197 (5,6,7) - to keep spacing consistent.
- 01:25:654 (1,2,3,4) - sound at these four beats is absolutely the same. consider keeping SAME distance between all these circles to follow music better.
The whole diff is kinda messy and low AR makes it looks worse. I'd recommend you to make this diff a bit neater and increase AR.
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Good luck!