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shadowretro0 rated Udongein X

A downloadable game for Windows.

Played on normal without getting health or bomb upgrades; v1.0.0, so disregard anything that updates changed.

+ backgrounds, tiles, and all non sprite graphics are very pretty; sprites themselves aren't quite as nice looking on stills but animate and flow extremely well

+ control of reisen is very fluid for the most part; movement is responsive and tight

+ I didn't encounter any bugs in my playthrough

+ very faithful to how a megaman game plays and feels; almost feels like a reskin

+ music is excellent

+ sfx is good

+ most of the time I didn't lose track of reisen except for extremely rarely in the shmup stages unlike some busy platformers

+ able to remap all buttons

+ fun selection of touhou characters to fight

+/- can't hold dash and walljump/dash jump from standstill

+/- bomb shield visuals kinda awkward

+/- shot aiming is kinda weird and more people would probably prefer a bland 45/90 degree angle over the circular movements but I guess that would require drawing more sprites

+/- reisen is moving pretty fast compared to X it feels

- shmup stages only having boss check points is kinda irritating

- hitboxes on some projectiles and enemies are difficult to figure out

- some patterns in the shmup stages are irritating (red yin yang orbs)

- in general, enemy attacks aren't telegraphed very well and fire too quickly

- bosses have this problem more strongly and use new attacks too quick after previous ones often; if you are on the wrong spot on the screen and the boss decides to fire wide enough range bullets while you are still dodging the previous attack, you're getting hit

- bosses that do this fast enough and have awkward hitboxes feel less like you are learning the boss and more like you are trying until you get lucky and they do easily dodgeable attacks over and over

- in particular, Seija, Junko, and Yorihime feel this way where certain attack combos or the boss moving right after some attacks just creates 'you get hit lmao' situations

- Yorihime in particular is frustrating because of her sword dash attack; the hitbox seems to be jank as hell (hits very far behind and above her), the attack comes out almost instantly, and properly placing yourself for the bullets afterwards is difficult with how quickly they come out. I would genuinely prefer to fight MMX3/X5 Sigma as he does not do attacks so quickly in succession that dodging them feels luck based. 

- Reimu and Sagume's gimmicks feel like they weren't balanced very much; the hitbox on the gohei is massive and the yin yang moves oddly. Sagume's mechanic removing is very sudden in turning on and off, and you may start to move in a way to dodge a bullet that stops working in the middle of dodging it. 

- In general, it doesn't feel like some of the bosses were designed in a way where it was intended for them to be reliably beatable without getting hit. I know that MM and MMX sometime have bosses where not getting hit is a tall order, but it isn't common.  

- lack of boss weapons or unique armors/upgrades in different stages massively hurts replay value; not much reason to change up the stage order. 

- Reisen drops like a rock worse than MM1 physics; besides feeling awful and making the player never want to do fun/dangerous things over pits, it limits stage design (note that it also made the pikes over spikebed section in reimu's stage really obnoxious)

- bombing being just a single charge shot is kinda lame

- the screen crunch is pretty annoying. Why not expand it to something like 400x224? 

- no custom resolution multiplier/no window resizing


Overall, its better than a lot of MM/MMX clones, but its missing a couple things that would make me put it above the classics. 

I hope you make a sequel; you've managed to make something really nice with GMS2. It gives me hope that I could work more on my own touhou fangame and make something other people find worth playing.