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(+1)

Um, the file with no version number is the Jam version right? And does v1.11 just add music and have cut size?

Anyway, playing this was uh. An experience™. I recognize this shot type. It emulates Youmu's from TH13 and TH17 does it not? The charge time is a bit long and its range makes it awkward to use. It's not that the shot type in itself that is bad, rather I feel like the danmaku patterns are not suited for Youmu's shottype.
Given the context of the game, I dunno if that's intended to make the player feel overwhelmed. However I can affirm that I did not have fun completing the game. That comes from a Hard Mode Touhou player.
Even with the Hakurouken to delete bullets, most of the patterns are just too much to approach the boss without getting damaged. Hell even if I had an orthodox shot type, it'd still be too much.

Good example is this. One boss just circles around the screen, leaving behind dense circles of varying speeds (and angles since the circles spawn all around the scren). While the other boss makes an explosion at your location. There's absolutely no breathing room at all.

The best example is this:

How the absolute hell am I supposed to go about this one. You have: Komachi's pathing shot + YoumuGhost's kunais + the occasional water explosions from below. And they overlap like this very often. The slowdown mechanic in there can't save me.

So yes, that's certainly the big complain I have of the game, which is a shame because some of these patterns are pretty creative, or quite nice to look at. Like Yuyuko's Double Colorful Death Butterfly(?) or Reisen + Kana's... Treadmill Ride spellcard?? That's really amusing. I also recognized the spellcard "Danmaku Barrier" even if it's YoumuGhost's knockoff lol.
This story about Youmu's literal struggle against herself is sweet too. Just like apricots I guess?