If it's anything like other recent Cave releases, there will probably be unlockables over time. Maybe a HARDER mode will be unlocked?
moozooh wrote:
I'm not the one to judge the dedication — in fact, the point will stay unprovable in any case — but the thing is, DOJ was an obvious qualitative improvement over DDP in scoring system depth, and difficulty/variety of the stuff that kills you, be that patterns, enemies, or whatnot. Here what I see is taking DOJ and simplifying it doujin-style: easier chaining, easier survival (permanently glowing hitbox, power item abandonment, bomb stock replenishing), hypers that let you bullet-cancel at will instead of making the game harder, adding loli crap whether it makes sense or not. It's taking a step forward, then two steps backward.
I think plenty of people like DDP's scoring system better than DOJ's. Aside from that, I don't think the chaining is really that much easier in DFK anyway... you still drop the combo instantly if you've got a Hyper in stock, and I'm sure there will be times when you'll get a Hyper well before the ideal time to use it, so there will be plenty of anal scoring sections just like any DDP game. Plus, you can chain INTO the bosses, which means you've got to do the entire stage AND bosses correctly for a 'full chain' now. And even if there is combo slop the rest of the time, slop = less points, so being super careful will still be important for a high scoring run.
And Hypers aren't that strait forward either, there are plenty of areas with tons of bullets to reflect that also have lots of lasers to worry about, see Stage 4's spinner things as a good example.
Abandoning Powerups is a good thing in my opinion, they've been completely pointless in Cave shooters for a long time. If they couldn't think of anything interesting to do with them, might as well throw them out. Also, what all Doujin shooters DON'T have any sort of powerup system? I thought most of them did anyway.
The bomber thing is really pretty ridiculous though... so many bombs... they refill your Hyper meter and do a ton of damage. But again, they totally kill your chain, so playing for score will revolve around not using them. Probably a very smart change from the loke test where it didn't drop your chain at all.
I think the game is, as people have mentioned, really easy for survival, but leaves a shitton of room for experts to push for score. I am still wondering if using Power type will make any real score difference though, the only thing I know that it can do that the bomber type can't is reflect fat lasers without Hyper mode.
Now I very much do agree on the loli crap, that shit is really embarrassingly awful, and massively hurts the overall style of the game. I don't know how they could make a design decision like that, it's just terrible.