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Great concept and design, danmaku is all about powah da ze!
As for the Score Attack stuff, I need to double check with the designer with regards to intent.
This is what it looks like: https://imgur.com/Vw6z5QU
with each other for the highest score." Same section, #4, rule in question: "Bullets cleared go to Intensity and increase the number of bullets you draw from Intensity by 1 for each bullet cleared (the intensity marker does not increase by this amount). Once you check this number at the end of the round, place these bullets back into the Center after drawing Intensity." On the KS page, the graphic does show Score Attack with 1 player icon. If that's the intent, my assumption is that each player "competing" in Score Attack have their own cleared + intensity calculation.
1. Each player keeps a count of their own cleared to add and then reset. This seems to make those that clear more simply harder for them and nobody else.
2. Each player counts the total at the moment of their end, and only clear after all are done. This would encourage ending sooner to take less cleared bullets.
3. Intensity isn't calculated until all are done and total is same for all.
Still, it would be nice if you could have a "give X" option that would go straight into your current bag. And maybe a way to make sure tokens that you put back into the center bag are flipped up/down properly. Sometimes when I shuffle the bag and pull out more bullet tokens, they're flipped the opposite way than they're supposed to be. (I assume that's because I flip star tokens to keep track of them and Adelheid has you flip them over too.)
Oh, I just realized that the bullet tokens will come out upside down if you click and drag away from the center bag quickly instead of using the deal action. That's still kind of inconvenient though, especially as the rounds go on and you have to draw more and more tokens.
https://steamhost.cn/steamcommunity_com/app/286160/discussions/0/135507855755894140/