>Made it to the end. I remember playing the version with levels several demo days ago, glad to see a glorious return
thanks dud!
>Im not sure what the yellow ball pickups or the fire familiar do
yellow pickup are energy for subweapons, it's my fault on subW tutorial room(that room is shitty and needs to be redone). Familiar is explained in some post below (search orange) if you are curious about it
>I think some bullet pattern variety like in shmups would go a long way, I think the only kinds of shots you have to dodge right now are cardinal or aimed at the player's current position
totally agree. my only problem design-wise on implementation is: a bullet pattern is harder to do if there are platforms everywhere blocking incoming bullets. it's something i need to resolve, any feedback is welcome.
>Strafing is pretty slow and with enemies being fast and mobile I didnt find myself using it very much
i have to check how much of a problem this is. Since this speed was tuned for the "old game", that had a very low pace in comparison. i need to ck and compare normal and focus speed on some touhou. Btw, would you like a powerup "increase strafe speed"? or you think this speed would be too low even if you can upgrade your movement a la gradious.
>the upgrades were cool, but the only one that changed my strategy going into a room was which subweapon I happened to have
indeed, this was a very early vertical slice, and i'll try to add more pows and choices (shop etc) by next demo
>I really like the music
royalty free stuff goes long way ò__o
>and the main character's design
ty dude, thanks again for your feedback