Oh crap, looks like system from MoF

If that's true, then that's a bad start for me, since I didn't particularly like MoF...in any event, according to the chatter on the Shrinemaiden forum, there's some sort of partner/helper system at work here...maybe someone could translate the text on that page (or in future announcements) to clarify a bit.P_HAT wrote:Oh crap, looks like system from MoF
That's certainly nice!ZUN wrote:On the technical side, I’ve added the option of changing window sizes. If your computer is good enough, your window can be about twice as large as normal. In addition, you can also adjust input sensitivity and a host of other options.
Matskat wrote:This neighborhood USED to be nice...until that family of emulators moved in across the street....
Matskat wrote:This neighborhood USED to be nice...until that family of emulators moved in across the street....
Which makes it a bit amusing that he once said that he aimed to make only the games he enjoyed.Enhasa wrote:To be fair, he already has one game that's more innovative than anything most devs will ever produce in their lifetimes. Also, he is more of a slave to Touhou fandom at this point. Western indie devs feel more like they are making games for themselves, while the Japanese attitude is more like they have to make games that the people want.
Seems like the patterns are considerably more complex and variative than MoF's, which is a plus.moozooh wrote:1. More interesting in-level bullet- and enemy patterns. MoF pretty much didn't have "randomly" appearing enemies, all of them came in easy to remember patterns. Now to do the same with their shooting, and it will be perfect.
I don't have a deep understanding of the scoresystem yet, but it seems there is no way to die in order to increase score, quite the opposite (we'll have to no-miss it again).moozooh wrote:2a. Less forgiving life and bomb replenishing mechanics: 8 potential extends is way more than one needs to clear a game, 4-5 (of which no more than two should be granted in form of standalone items) would be just fine.
OR
2b. Some good way to spend the extra lives in order to score. PCB comes to mind, where lives are a primary source of bombs and max power bullet cancels used for cherry+ pumping and border manipulation. I don't have much hope for this with MoF's power system, though. :\
The game did become harder! On Hard mode, I wasn't able to no-miss/no-bomb the first stage like I do in MoF, and the second gives me a real trouble already! Lunatic is just so crazy it really is on par with many notorious arcade titles. The bombs are now different depending on the character type, and deal different amount of damage over different amount of time.moozooh wrote:3. An Easy mode that is fun to score in, a Normal mode that is challenging, a Hard mode that is actually hard, a Lunatic mode that is really really hard. Particularly, I would like to see a harder final/extra boss (MoF's were a joke for the most part, on any difficulty), or some form of TLB.
Ok, there is now both chaining and grazing. Or rather, graze chaining, akin to Shikigami no Shiro series: there is a tension counter that fluctuates depending on the danger you put yourself in. If you graze a certain amount of bullets continuously, it goes all the way up to 1.00+, where you get more points for stuff and suck the freefalling items in automatically. This is definitely useful at high difficulties because the amount of stuff shot at you won't leave you much room to fly to the top of the screen and back. Point item value multiplication is still done via "faith" items, although the counter doesn't decrease over time anymore. Grazing doesn't give points per se, nor does it counter the spellcard countdown, which is disappointing.moozooh wrote:4. An engaging, risk-rewarding scoring system close to that of PCB or IN, rather than EoSD or MoF. Chaining was fun for one game, no need for it any more. Relying on bombing for bullet-canceling as a primary element of high scoring is also stupid. I see the graze counter is back, though, so I guess there is hope for something good.
Matskat wrote:This neighborhood USED to be nice...until that family of emulators moved in across the street....
Matskat wrote:This neighborhood USED to be nice...until that family of emulators moved in across the street....
Traditionally (for touhou) it takes a few weeks to a month before the demo is released on the internet, and usually the online release comes with bugfixes. So if you don't want to search for the demo you could just wait until it is officially posted.moozooh wrote:That's understandable — what I don't understand is why ZUN didn't just let everyone download it from the site like any other demo so far. It's still not up there, fyi.
Matskat wrote:This neighborhood USED to be nice...until that family of emulators moved in across the street....