>Time stoppers are the fastest thing in fiction
Flash is faster than instantaneous movement.
Why no indie shmups?
Or make several overlapping fast attacks with a good flow and some randomization either from bullet trajectory or as a result of boss movement, while keeping good flow and testing different kinds of dodging and reading abilities, you'd know what makes them fun if you played instead of just watching some Touhou replays on youtube.
shmups are japanese autism bait, they don't hook western autists unless they are also turboweebs
I don't have anything against patterns at all, but I miss stage obstacles. I'm not sure why they fell out of favor.
What do stage hazards do that bullet patterns can't do?
>No they don't
CAVE told themselves in an interview that designing a boss patterns usually takes 3 weeks of work.
Because the games didn't evolve with the times. While bullet hell shmups were adding very dynamic patterns and elaborate scoring systems that really hooked veterans, terrain shooters just stayed the same for the most part very static with simplistic or even broken scoring. Earlier on it was easier to get more casual players invested with nice levels/graphics but once they moved on to 3D console games there needed to be something more. Gradius IV kinda attempted to innovate but it wasn't very popular and had no lasting influence.
this, he can win a race before it started
We're talking about video games, having different approaches to a single idea is actually a good thing to have. DoDonPachi existing doesn't mean R-Type is redundant.
I mean actual neps, namely