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ObsidianKnife

1
Posts
A member registered Jul 24, 2025

Recent community posts

(5 edits)

Heya. Big fan of the game so far. Highly enjoyable experience (I really enjoyed the dialogues present, music is great and the art is also great) even with the bugs I encountered and I prefer it over vanilla EoSD.

Wasn't sure where to report bugs/share feedback, so just dropping them here.


Bugs:

Bombing Remilia and her turning into a bat crashed the game this occurred with Reimu A's regular bomb and also graze bomb. 



Remilia's regular shot after scarlet meiser instantly spawns on top of player and kills, regardless of map positioning has happened near consistently . Only counter play I found was bombing for I frames (this has occurred when playing as both Reimu A and Marisa B so it does not seem to be character specific).

Retrying a map in casual mode while using a bomb active results in the screen shaking forever from that bomb upon loading back into the retry attempt.

Koa did not drop a bomb after defeating her (not sure if intentional as she did in EoSD)

Reimu A did not have Sakuya boss theme music and the stage theme of blood stained pocket watch played all fight.

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Bugs?/Feedback:

Bomb count does not refresh to default bomb count upon death in casual leading in very limited bombs for the player to actually use in a run.

Wiping in casual mode does not result in default life/bomb count if entering a stage with less.

Both of these result in an oddly (and likely unintentional) harder experience than arcade in some instances.

Going to arcade if a saved casual run erases the saved continue casual run. I was under the presumption that it'd be seperate.

---- Edit

Feedback: 

Adjustable starting lives slider in menu- Something the original Touhou 6, 7, and 8 all did was provide the player the option to start with additional lives rather than the standard amount at the cost of a point cut. I feel like this should be included to encourage play from less experienced players through a more welcoming environment. EoSD within itself is pretty polarizing in terms of gameplay, so trying to elevate  that stigma with less experienced friendly game design decisions is a great call.  (I'd prepose the extra lives to also work in extra mode which wasn't the case in the other games where it was in mainline, but I digress.)

Quick retry- Being able to quick retry in arcade mode/extra would be nice over needing to go back to menu to restart a run. 

Auto remember leaderboard- Arcade should likely default to the previously entered name so players wouldn't need to type in their alias each time. Just a nice leaderboard QOL.

Good ending in casual mode without 1CC- I was somewhat under the presumption that I could still get the good ending in casual mode even with continues as... it was in casual mode. As a lore and dialogue fan, it was a bit saddening to see I'd still need to 1CC to see the good ending, which kind of made casual mode feel redundant. It's good that Sakuya doesn't gatekeep people playing easy mode like base EoSD anymore here, but the bad ending in casual with continues stings in a similar vein (not complaining about currently unlocking extra mode though).

Custom Practice mode- I'm presuming this'd be planned at some point and down the line seeing as it was still in it's early stages and advertised as a demo, but a custom practice mode similarly to thprac levels of customization would be really great for people practicing specific shots and spell cards.

Focus shot draining power- Focus shots requiring power is interesting. Ultimately I am not sure how I feel about it, it comes with pros and cons. Initially I thought it was a bug until I noticed it directly stated in the in game manual. It ultimately led me to hoarding power and barely focus shooting outside of Remi at the end. If mechanically possible I think having the focus power as a toggle in the menu could be interesting to encourage variance in play style/difficulty, but that may be too much to adjust/account for.


Bombs not tied to lives- Upon further play (and just trying out extra to try and see Flan's art) occurred to me that the limited bombs and them not being tied to lives is likely a gameplay design decision over a bug. While not tying bombs to lives results in dying with bombs no longer a feels bad moment and resource waste, it significantly reduces the player's resources and options for no real compensation. If such a system should be retained over a more traditional touhou bomb tied to life formula, there should probably be a starting bomb slider alongside the proposed additional life slider I proposed earlier.