For this topic about pacing, I will be talking about the 10th installment of the indie bullet hell series Touhou Project. This is primarily because of how the series presents rhythms flows wells with its presentation and pacing.
This flow of gameplay is repeated in latter stages of the game with a few twists to change things up. Stage 4 for example, introduced a boss gimmick which in the case of Mountain of Faith, is a survival phase that players have to dodge bullets until the time runs out. The final stage of the is usually the shortest and the boss itself challenges the player with more bullet pattern sequences that ends in a with a bigger final pattern that test the players skills with rapidly increasing incoming bullets.
This flow of gameplay is repeated in latter stages of the game with a few twists to change things up. Stage 4 for example, introduced a boss gimmick which in the case of Mountain of Faith, is a survival phase that players have to dodge bullets until the time runs out. The final stage of the is usually the shortest and the boss itself challenges the player with more bullet pattern sequences that ends in a with a bigger final pattern that test the players skills with rapidly increasing incoming bullets.