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As someone who had never played a Touhou game before in my life I can't speak to how "accurate" the game is or what the two harder difficulties are like, but what I can say is that if it's indicative of how a canon Touhou game feels to play then I certainly wouldn't say no to trying one for myself in future.

My only real suggestions/criticisms are things I'd already brought up in DMs; that a couple of accessability options for the main menu background/text would be nice, the visual effects used for the 2nd boss' spellcards lag the game slightly on my PC, and the English script could probably do with a once-over from a native speaker to catch the odd typo or odd wording, but outside of those extremely minor gripes it was an excellent first-time experience of the Bullet Hell genre for me.

Keep up the great work!

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Amazing that this was done in Gamemaker, only comment i have is that the difficulty gap between normal and hard is quite big. But overall it was fun.

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Fantastic! Looking forward to the full game ^^

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Just finished a few runs and I'm solidly for it! The music great and the bullet patterns are very fun to dodge. I also just like the theme of the non-japanese mythos. It's pretty cool seeing how they're represented in their patterns.

At first, I was really struggling with the bullet patterns. I thought the game was much harder than normal, but after some tries, I got the hang of it and used the secondary system more. I still think it's a little hard, but not overly.

My thoughts on the secondary system though... I feel it's a little too extreme? How to say... I think it's very powerful, until it's not. If you do well in the beginning, you'll basically steam through the rest of the stages because it can recharge extremely fast. The caveat to this is losing the benefit when dying, and that feels really bad as a player experience. Losing all the progress and seeing it at 1.1 or 1.3 doesn't feel all that great >w>

I think it'd be nice if graze charged directly instead of increasing the multiplier. That way it still incentivises risky play while keeping in theme to the mechanic.

All in all though, it's still a very solid game. And super impressive that it's all done in Gamemaker! Props to that as well!

Hope to see when the full comes out!

Hey there. I will make sure to give adjustments to the Brave Release mechanic, not just in terms of how powerful it is, but will also make sure that the penalty isn't as severe when losing only one life and/or using bomb items.

The manual indicates that grazing does increase the multiplier, though. It is the slowest method, however, but I'll make sure to adjust it accordingly.

Thanks for your feedback and your interest in the full game!

Ah, sorry if I was being unclear. I meant that I feel grazing should charge the gauge directly, rather than affecting the multiplier.  It was more intuitive for me to think that grazing would fill the bar than make the multiplier go up.

Thank you for letting me know about the changes! I hope the development goes well!