Final mod
go
00:35:111 (1,2,3,4) - This feels weird to slowly move to the right, move really fast to the right, then stop with implied movement ot the left (you stay put but it still feels weird).
I think you can get away with pointing 123 upwards and 4 downwards and achieve a similar effect without the awkwardness -> https://osu.ppy.sh/ss/5308708
Then you could change the angle of 00:35:933 (1,2) - if you are worried about visuals for that part
00:46:618 (2) - Really easy to sliderbreak this one
00:48:262 (2) - Maybe turn this a bit clockwise
01:10:248 (3) - Consider adding NC
01:11:173 (4,1) - The square before it is alright but this jump throws a wrench into it, it's overkill. I put them over here and it seemed to work well -> http://osu.ppy.sh/ss/5308775
01:12:097 (1) - Speed this one up just a little bit so the transition isn't as jarring, the 2 can stay the same speed
01:16:515 (2) - I keep expecting this to be a dropoff to the left, like near the previous 12... then with a 3 somewhere else, possibly doing that overlap thing with the slider while the endpoint is on the older object -> https://osu.ppy.sh/ss/5308766 Moving 01:16:823 (4) - might be worth doing if you change this at all
01:18:467 (1,2) - These mess me up like every time, I think it'd be easier is there was a bit less movement between the two (you can stay put but it's hard to be accurate after the jump), maybe reduce spacing on these? Optional really
01:25:248 (2) - fwiw this is 1/8 until 01:25:454 - which is 1/6, but I can see why you'd just have 1/6 completely
01:29:152 (1,2) - Instead of keeping the circling motif try pointing these in the opposite direction 1 starts moving in, so like 2 down a little bit -> https://osu.ppy.sh/ss/5308817
01:30:796 (2) - Feels super gross to click this slider, doesn't help that it ends on a big beat, redo this part.
01:31:412 (1,2,1,2) - This is the first double... double. It's a bit too difficult for this part I think, also in the music the second double is like WAY more powerful. I think a 1/2 slider for the first double would work better, OR have the previous slider be the first double, then 1/2 slider, then the second double, idk -> https://osu.ppy.sh/ss/5308844 this example plays pretty okay
01:40:043 (1,2) - that missed beat makes this really weird, also the stronger beat being on the 1's end is weird. Maybe try a different object layout for the first part of the combo -> https://osu.ppy.sh/ss/5308916
01:42:817 (2) - Thinking about this being a circle to slider instead of a repeat, but I can't decide which is better. Try experimenting maybe
01:46:823 (3) - An engine revving thing is going on here, this is the most fitting place for slider / double spam but this slider just kinda ends on a big tick and makes everything stop, I'd redo this combo entirely
01:50:317 (4) - Remove a repeat please, even though it's close by it's tempting to let go sooner
02:11:481 (7,8) - Just fully stack these
02:13:125 (4,5) - Same with fully stacking, the later ones seem to work, I think because they're overtly unstacked rather than ambiguous
02:18:673 - The hitsounds in this segment are like really quiet (no percussion) up until the repeat sliders which make the game's normalization shit itself... I recommend heavy hits for beats throughout, and not so many heavy hits for the repeat sliders
02:25:146 (2,1) - That's a really big jump, especially after a double double thingy
02:26:686 (6,7) - These feel weird moving down instead of moving up, although switching them isn't an easy fix since it messes up the next pattern. It's a tiny issue but worth thinking about
02:38:296 (2,1) - Same thing, makes sense why you'd have it this big in this case but it's like way harder than the rest of the section
02:44:563 (1) - This should be 1/6, try 3 repeats
03:25:659 (1,2) - The angles on these stop being perfect 180 degree rotations for these sliders, is that intentional? The next two do this as well
03:17:851 - Add whistle.
03:37:577 (1) - Add finish x_x?
03:43:947 (5) - Not feelin this clap
03:47:440 - Add finish O_O
03:55:454 (2,3,1) - The angles these are at feel really weird to play, even though it boils down to just moving to the left. A simple curve would work better.
03:57:508 (2,3,4,5) - Not a straight line, looks bad during gameplay
04:02:234 (1,2,1,2) - Funnily enough I think if these two were switched it'd be easier / more intuitive (big spaced double first, then smaller).
04:28:536 (1,2,3,4,1,2,3,4) - I don't like this but I don't have any better ideas
04:47:645 (6) - This guy screws up how the player does doubles. Usually it's ZX ZX or XZ XZ but when you introduce a single object between them it changes what kind it'll be, so if the first one is ZX then it'll be a Z here then XZ for the later ones... really really annoying to play
04:47:851 (1,2,1,2,1) - These jumps are way too big especially for double double shenanigans
04:58:947 (1,2,1,2) - These are way different gameplay-wise to the previous doubles
05:01:823 - Whistle?
05:03:467 - toot
05:13:947 - cool hitsound goes here
05:17:337 (2,1) - This jump is totally out of place, far too big for this segment
05:20:317 (1,2,3,4,1,2,3,4,1) - Don't like it because the first 4 makes you jolt backwards which is cool but the next 4 makes you scoot forward a bit which is like weird considering what happened previously
go
00:35:111 (1,2,3,4) - This feels weird to slowly move to the right, move really fast to the right, then stop with implied movement ot the left (you stay put but it still feels weird).
I think you can get away with pointing 123 upwards and 4 downwards and achieve a similar effect without the awkwardness -> https://osu.ppy.sh/ss/5308708
Then you could change the angle of 00:35:933 (1,2) - if you are worried about visuals for that part
00:46:618 (2) - Really easy to sliderbreak this one
00:48:262 (2) - Maybe turn this a bit clockwise
01:10:248 (3) - Consider adding NC
01:11:173 (4,1) - The square before it is alright but this jump throws a wrench into it, it's overkill. I put them over here and it seemed to work well -> http://osu.ppy.sh/ss/5308775
01:12:097 (1) - Speed this one up just a little bit so the transition isn't as jarring, the 2 can stay the same speed
01:16:515 (2) - I keep expecting this to be a dropoff to the left, like near the previous 12... then with a 3 somewhere else, possibly doing that overlap thing with the slider while the endpoint is on the older object -> https://osu.ppy.sh/ss/5308766 Moving 01:16:823 (4) - might be worth doing if you change this at all
01:18:467 (1,2) - These mess me up like every time, I think it'd be easier is there was a bit less movement between the two (you can stay put but it's hard to be accurate after the jump), maybe reduce spacing on these? Optional really
01:25:248 (2) - fwiw this is 1/8 until 01:25:454 - which is 1/6, but I can see why you'd just have 1/6 completely
01:29:152 (1,2) - Instead of keeping the circling motif try pointing these in the opposite direction 1 starts moving in, so like 2 down a little bit -> https://osu.ppy.sh/ss/5308817
01:30:796 (2) - Feels super gross to click this slider, doesn't help that it ends on a big beat, redo this part.
01:31:412 (1,2,1,2) - This is the first double... double. It's a bit too difficult for this part I think, also in the music the second double is like WAY more powerful. I think a 1/2 slider for the first double would work better, OR have the previous slider be the first double, then 1/2 slider, then the second double, idk -> https://osu.ppy.sh/ss/5308844 this example plays pretty okay
01:40:043 (1,2) - that missed beat makes this really weird, also the stronger beat being on the 1's end is weird. Maybe try a different object layout for the first part of the combo -> https://osu.ppy.sh/ss/5308916
01:42:817 (2) - Thinking about this being a circle to slider instead of a repeat, but I can't decide which is better. Try experimenting maybe
01:46:823 (3) - An engine revving thing is going on here, this is the most fitting place for slider / double spam but this slider just kinda ends on a big tick and makes everything stop, I'd redo this combo entirely
01:50:317 (4) - Remove a repeat please, even though it's close by it's tempting to let go sooner
02:11:481 (7,8) - Just fully stack these
02:13:125 (4,5) - Same with fully stacking, the later ones seem to work, I think because they're overtly unstacked rather than ambiguous
02:18:673 - The hitsounds in this segment are like really quiet (no percussion) up until the repeat sliders which make the game's normalization shit itself... I recommend heavy hits for beats throughout, and not so many heavy hits for the repeat sliders
02:25:146 (2,1) - That's a really big jump, especially after a double double thingy
02:26:686 (6,7) - These feel weird moving down instead of moving up, although switching them isn't an easy fix since it messes up the next pattern. It's a tiny issue but worth thinking about
02:38:296 (2,1) - Same thing, makes sense why you'd have it this big in this case but it's like way harder than the rest of the section
02:44:563 (1) - This should be 1/6, try 3 repeats
03:25:659 (1,2) - The angles on these stop being perfect 180 degree rotations for these sliders, is that intentional? The next two do this as well
03:17:851 - Add whistle.
03:37:577 (1) - Add finish x_x?
03:43:947 (5) - Not feelin this clap
03:47:440 - Add finish O_O
03:55:454 (2,3,1) - The angles these are at feel really weird to play, even though it boils down to just moving to the left. A simple curve would work better.
03:57:508 (2,3,4,5) - Not a straight line, looks bad during gameplay
04:02:234 (1,2,1,2) - Funnily enough I think if these two were switched it'd be easier / more intuitive (big spaced double first, then smaller).
04:28:536 (1,2,3,4,1,2,3,4) - I don't like this but I don't have any better ideas
04:47:645 (6) - This guy screws up how the player does doubles. Usually it's ZX ZX or XZ XZ but when you introduce a single object between them it changes what kind it'll be, so if the first one is ZX then it'll be a Z here then XZ for the later ones... really really annoying to play
04:47:851 (1,2,1,2,1) - These jumps are way too big especially for double double shenanigans
04:58:947 (1,2,1,2) - These are way different gameplay-wise to the previous doubles
05:01:823 - Whistle?
05:03:467 - toot
05:13:947 - cool hitsound goes here
05:17:337 (2,1) - This jump is totally out of place, far too big for this segment
05:20:317 (1,2,3,4,1,2,3,4,1) - Don't like it because the first 4 makes you jolt backwards which is cool but the next 4 makes you scoot forward a bit which is like weird considering what happened previously