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 Post subject: Bullet Hell Monday Black
PostPosted: Mon Aug 05, 2019 9:20 pm 


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Joined: 02 Dec 2010
Posts: 3609
This too! The dev has been teasing it for a while but recently he's announced it'll hopefully be out within the month. He wants to actually sell this one normally (stage 1 is a free demo), which I'm totally okay with. It might even end up on another platform that way...

Seems to be more focused on the normal full game. Also has replays! It's meant to be used with iCloud (the dev considers themselves an iOS developer, the .Decluster series is still iOS exclusive), but it sorta works with Google Drive apparently.
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 Post subject: Re: Bullet Hell Monday Black
PostPosted: Sat Aug 10, 2019 8:08 pm 


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Joined: 03 Apr 2006
Posts: 920
First one was awesome! Perfect for short bursts of ultra-portable bullet hell madness on the go:-)
Btw, pre-registration is open now. Should be out this month.


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 Post subject: Re: Bullet Hell Monday Black
PostPosted: Wed Aug 14, 2019 12:50 pm 



Joined: 28 Jan 2016
Posts: 77
It's out. The demo is a proper first stage that amps up the intensity from the dev Masayuki Ito's previous games. I'm happy that he's given up on F2P, as it really detracted from BHM, although in addition to the $6.99 purchase price for the "All Stage Pack", there are two "Supporter" IAPs at $0.99 and $1.99.

Although development in Unity ought to make ports straightforwatrd, the dev hasn't made any mention of any. But it would seem a natural for the Switch, given the various performance tuning options in the game.

iOS 13's support for non-MFI controllers can't come soon enough.


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 Post subject: Re: Bullet Hell Monday Black
PostPosted: Wed Aug 14, 2019 3:32 pm 


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Joined: 13 May 2008
Posts: 33
Bought the game to support the author.

Although the first game let you choose two different shot types among nine at the beginning of each chapter, this new iteration reduces the number of ships to four, and proposes the remaining shot types as different hyper styles, activated on demand.
The default control scheme is a mess: switching between ships launches a powerful attack, swiping with two fingers up activates a hyper, two fingers down places a decoy, long press with two fingers up places a barrier, while down slows time.
All the while navigating tight patterns with shots that tend to blend in the background, for a pretty frustrating experience.

Not really my cup of tea, I will be going back to the first game which I feel was more approachable and enjoyable.


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 Post subject: Re: Bullet Hell Monday Black
PostPosted: Wed Aug 14, 2019 7:03 pm 


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Joined: 03 Apr 2006
Posts: 920
Love how smooth everything runs, even on my rather dated Galaxy S 7 :) Not so sure about the rather confusing control scheme though...
Can anyone explain the pricing? What's the difference between the 2 supporter IAPs?
Edit: Never mind about the pricing...thought clicking on it takes you directly to the payment screen but turns out it actually explains everything :lol:
I'm slowly getting the hang of the multifaceted controls. Difficult to master, but once you get the timing right by replaying the stages you really end up with another useful layer of tools for tricky situations.
Not bad...for a mobile shmup 8)


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