IMO sudden change of player speed (SV) would be bad - a key for SLOW (shift?) is better for bullet dodging, as opposed to CtB dash for catching things.Yauxo wrote:
CS: The higher, the higher the bullet size (CS 2 bullets are not as big as CS 4 bullets)
AR: I dont effing know ... D: Maybe nothing like in Taiko
OD: Damage of the shots/bomb spawn rate
HP: Literally HP. The higher the setting, the less HP you have.
(Note: Either OD or HP could set the HP regen rate for this, not sure where to put this)
SV: The faster the Slidervelocity, the faster the shotspeed and playercharacter
Tickrate: Maybe a bigger shot out of the multiple small ones on each tick of a Slider?
For the OD: think bullet density/pattern complexity - leave HP drain (damage of the shots) and recover for the HP setting?
And CS would work best with not too big size difference and changing only from specific ranges, like CS 0-3/4-5/6-10
Here is one thing you forgot: the HITSOUNDS - could determine the shape/size of the bullets for a specific object (each combination of hitsounds makes an unique bullet/pattern)
Also the lasers, they could fit somewhere (repeat sliders?)
Imagine there is an indicator of where/when bullets are shot, that's where AR could come into play