[General]
slight delay on soft finish hitsound so fix that
metadata?
your combo colors don't really match the bg lol
[Easy]
00:02:445 (2,4) - I wrote the suggestion below first but this has the same issue, ctrl + h doesn't work well if you're not really like, going for anything visually
00:07:778 (2,4,2) - tbh you could make this a lot better looking cuz rn it kinda just looks messy, they're just ctrl + h's of each other but you're not really paying attention to visual spacing for them lol
00:44:667 (1,2,3,1,2,3,4,1,2,3,1,2) - the main thing I have about these things is like, they make sense, but for 00:50:000 (1,2,3,1,2) - there's a lot more going on but it's more simplified than the previous two combos. You could have 00:44:667 (1,2) - and 00:47:334 (1,2) - be covered as a 1/1 repeat slider and then just have single taps for 00:46:000 (3) - and 00:48:667 (3,4) - so the ending still feels "sharp" while bumping up the density for 00:50:000 (1,2,3,1,2) - a little since the music picks up. Kinda applies to the stuff after this as well
r u sure the spinner is ok cuz like it's only a measure long and new players have to first react to the fact that the spinner is a thing then have to wildly fling around their map attempting to spin
[Normal]
00:04:667 (5) - u sure you don't want an nc here, it would be nice for the symmetry imo lol if u do then put an nc on 00:10:000 (5) - for consistency
00:18:000 (1,2) - kinda closer than should be but not really noticeable lol
00:20:667 (5) - nc for your every two combo nc consistency? or do you just not like the idea of it being 2 things in a combo
00:26:445 (2,3) - symmetry of this could be better
00:39:334 (1,2) - rhythm like below would be a lot less ambiguous in play, since lower diffs are pretty metronome like, having a longer than 1/1 pause can throw some people off potentially
01:00:667 (1) - why not have these clickable too, these are the highest pitched ones and the intensity has been leading up to these
[Hard]
00:10:000 (6) - i'm still confused why you don't like 2 combo things
00:12:667 - to 00:22:000 - it doesn't really feel right that literally every downbeat is covered when it's the start of like another pitch crescendo
00:44:223 (3,4,1,2,3) - tbh with the fact that 3 was stacked I wouldn't be surprised if people clicked 4's spot twice expecting for 1 to be stacked under it too, it's just a confusing pattern in general to read imo
00:50:889 (4) - don't really think you should have the downbeat on a slider end on this case since like, this is different from the previous two buildups cuz it just doesn't stop abruptly and keeps continuing
what's wrong with eiko's arm she's like 6 wtf
slight delay on soft finish hitsound so fix that
metadata?
your combo colors don't really match the bg lol
[Easy]
00:02:445 (2,4) - I wrote the suggestion below first but this has the same issue, ctrl + h doesn't work well if you're not really like, going for anything visually
00:07:778 (2,4,2) - tbh you could make this a lot better looking cuz rn it kinda just looks messy, they're just ctrl + h's of each other but you're not really paying attention to visual spacing for them lol
00:44:667 (1,2,3,1,2,3,4,1,2,3,1,2) - the main thing I have about these things is like, they make sense, but for 00:50:000 (1,2,3,1,2) - there's a lot more going on but it's more simplified than the previous two combos. You could have 00:44:667 (1,2) - and 00:47:334 (1,2) - be covered as a 1/1 repeat slider and then just have single taps for 00:46:000 (3) - and 00:48:667 (3,4) - so the ending still feels "sharp" while bumping up the density for 00:50:000 (1,2,3,1,2) - a little since the music picks up. Kinda applies to the stuff after this as well
r u sure the spinner is ok cuz like it's only a measure long and new players have to first react to the fact that the spinner is a thing then have to wildly fling around their map attempting to spin
[Normal]
00:04:667 (5) - u sure you don't want an nc here, it would be nice for the symmetry imo lol if u do then put an nc on 00:10:000 (5) - for consistency
00:18:000 (1,2) - kinda closer than should be but not really noticeable lol
00:20:667 (5) - nc for your every two combo nc consistency? or do you just not like the idea of it being 2 things in a combo
00:26:445 (2,3) - symmetry of this could be better
00:39:334 (1,2) - rhythm like below would be a lot less ambiguous in play, since lower diffs are pretty metronome like, having a longer than 1/1 pause can throw some people off potentially
01:00:667 (1) - why not have these clickable too, these are the highest pitched ones and the intensity has been leading up to these
[Hard]
00:10:000 (6) - i'm still confused why you don't like 2 combo things
00:12:667 - to 00:22:000 - it doesn't really feel right that literally every downbeat is covered when it's the start of like another pitch crescendo
00:44:223 (3,4,1,2,3) - tbh with the fact that 3 was stacked I wouldn't be surprised if people clicked 4's spot twice expecting for 1 to be stacked under it too, it's just a confusing pattern in general to read imo
00:50:889 (4) - don't really think you should have the downbeat on a slider end on this case since like, this is different from the previous two buildups cuz it just doesn't stop abruptly and keeps continuing
what's wrong with eiko's arm she's like 6 wtf