Glad to see someone reviewed them. Also I didn't find yours to be very poorly done.
Responding to Aqua's review, and asking how I should change them.
Naryuka: Well the rifles are supposed to be like that. Naryuka's more of a magic gunslinger type character, and stuff. I see that they work right. And yes the way they can be put stationary was what I was trying for.
As for his bomb, you said it does too little damage. Well its shot is actually 5 clustered together player bullets that do 400 damage each for a total of 2,000 damage. I put it on 5 different ones as for I found out putting all the damage on one player bullet also increased the size of the player bullet too much, which I don't want. I wanted it to be strong, but not overpowered, and I personally consider it overpowered if it could deplete like 25% or so of a boss's health in one shot. Not even the bombs in Ketsui and Dodonpachi do that much damage
I guess I must've miscalculated though. How much total damage do you think his bomb should inflict to make it good? I want it to be right.
Kiragi: Exactly what I was aiming for with her. Her's is basically fossil maiden, and I thought the aiming shot of Niri would be good for her. I did make the magic spears strong, but close ranged as for that would obviously be more risky since you are more likely to be hit when up close.
However, you said the bomb was not very useful. What was wrong with it? I thought the Sol diffuser was good in it for blocking enemy shots. Also was it not doing enough damage? The blasters inside it do 25 damage each, and there's 12 of them for a combined total of 300 damage, and it lasts to hit multiple times for roughly 3,000 or so damage total after it stops. Also I found that it does more damage when the enemy is closer to the center, but is that a problem?
Do any of you have any better ideas of making this bomb attack cause damage? I want it to actually be useful. Also how much damage do you think it should do per hit, how long it should last, and the total after it ends?
For Reference, I based Kiragi's Bomb attack off the bomb attack used in this game, XII Stag. The video above shows how its supposed to work. It's kinda a more stationary bomb attack that's more defensive, but can do good damage when used right. Am I not doing it correctly, and if I am not, how do you suggest I should fix it?
Sayuto: I see that you think this one is good already. Yes, Sayuto's supposed to be for a larger range of fire and stuff.
Myomi: I am glad you found this one to be more flexible, which I wanted. However, you said that the orbiting option formation is nothing special. Do you have any better ideas on what they should do in that formation instead?
And yes, that's what I intended for her Bomb attack to do.
Also, I've decided to work on making more full-bodied artworks of the characters. These will display in the Character select menu when you roll your mouse over the button to select them, as well as it will display a message about the character's player weapons and stuff. I'll post them once they are done.
EDIT: I have decided that there will be 3 different difficulty levels, and I won't do 4. The Difficulty levels will be called "Apprentice" (easy), "Mage" (Normal), and "Master" (Hard).
And some more I have for this
-A magic circle that I am going to use for the emblem. The runes in the big circles spell out the word POWER when read clockwise starting from the top-left one.
-A font of Runes that Garo designed for me. I plan to implement them into the try at times, followed by them being changed to the english-font shortly afterwards so you can read them.
Also there's something I am going to add to this try project. In a manner similar to Ketsui, when you destroy a Youkai's familiar, it gives you more points if you destroyed the Familiar at close-range, and less points if you destroyed it at long range, to award you for taking risks like this. Concept also told me that I can achieve this by making an event for when the part is destroyed and the player distance is at a certain range limit. This I think I could do, however, I am now going to have to completely redesign all the familiars I have done so far so that they do this.