Sorry for the late response, life occupied me pretty hard ;-;
Thanks, Rizen!!! ;D//Rizen wrote:
EasyNormal
- 00:54:612 (2) - add whistle to slider end? because you did at counterparts like 02:02:794 (2) - , 03:16:431 (2) - good catch
- 03:00:749 (4,5) - this pattern is like one of few times where the slider tails touch each other. perhaps you can readjust this a little so they don't touch?. another one at 03:17:794 (4,5) - Ehh, someone after mentioned this too, so.. Maybe gonna make the slider body a little more clearer over the slider position. No problem
- 03:43:362 (2) - I feel as though this circle should be at 03:44:726 - instead because you didn't map it at the next instance at 03:47:794 (1,2) - but instead at 03:50:181 (3) - I probably add some circles like those on the pitched vocals, or something that lands pretty intense. So for the sake of not increasing the note density too much, I'd like to keep it for the cleansed playability on objects.
Hard
- 00:03:476 (4) - move a little lower for "curved flow" at 00:02:794 (3,4,5) - ? you rarely use this "linear flow" in the diff so making them all curved would tie the diff up a bit better. The only other time this occurs is at 00:44:385 (3) - Alright, I can do that.
- 00:08:249 (3) - try curving this so the flow feels more natural to 00:08:931 (4) - ? Hmm, maybe not. Since I've applied a change for a curved flow on the previous part, then this one should be the same throughout of the intro section in case of consistency in patterning.
- 02:22:567 (4) - move to x:354 y:48? with stacking turned on, this circle is a lot closer to circle 5 than intended. same at 02:28:021 (4) - That's probably a bit too sharp in terms of cursor movement at flow, especially when it comes to stacking. But the leniency isn't that much of an effect over the gameplay setting, distance spacing can at least represent the objects more clearer than being touched closely. So, this may be a little change, but not very much though.
- 03:28:703 (1,2) - readjust slider 2 so slider 1 tail is equidistant to each slider end of slider 2? you tend to do this for else type of overlaps, such as the one at 00:40:976 (3,1) - Well, the aesthetics doesn't seem to be that far worse though. I also wouldn't redo the due overlap and make it look too similar over some parts, which should probably be called a "variation", no?
relaxing song, good luck!
- 00:10:635 (3) - besides to make that pattern, the increased spacing here doesn't fit in too well with the music as the red tick is rather weak. Alright, spaced it out a little lower.
- 00:50:521 (1,2,3,4,5) - be a bit more careful with spacing here because auto-stacking caused this Regardless of the distance spacing being perfectly spaced out in-between notes, those kind of stacks are technically intended as for sure.
Because when I manually stack them out, it would appear a bit sloppy on the gameplay field as the stacking se be at least readable by having itself a bit away from each than being completely stacked. So that's why I've done some stacking like the current one.- 01:51:544 (2) - move to somewhere like x:137 y:115? would flow better here Moved it closer to your suggested grid in placement.
- 02:23:931 (3,4) - ingame auto-stacking is causing these two to overlap The same reason as before. But with that kind of overlap, I say that should pretty much be intentional since auto-stack is a bit overrating the objects nowadys.
- 02:25:976 (1,2,3) - make these all the same shape like this? I don't really get why these slider shapes have to be different for this pattern when 02:20:521 (1,2,3) - wasn't The pattern that's being done here is that the slider position gets straighten, something in short like sharp > curve > linear strategy that implies to be a differential pattern. So rather than copy-paste and rotate 120deg each of one-three sliders should get to be a little varied.
- 03:23:249 (1,2) - same thing as at 02:23:931 (3,4) - -