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ObsidianKnife

3
Posts
A member registered Jul 24, 2025

Recent community posts

Congratulations on the 1.1 release! Having played the previous build I can happily say I never ran into any crashes or issues when playing this new build! 

The artwork and dialogue is great.  I really love how you incorporated the earlier timeline vibe with the pc98 protag design, differing character artwork, the LW small Remi design to align with the pc98 designs, and it all leads up to her not knowing English, it's a great joke. The mspaint credits art is funny and mirror the Zun sketch credit scenes. Rin being playable is appreciated, and you wrote her as such a sweetheart. Remi herself is also really kind when she can be properly understood. One suggestion regarding the Remi dialogue would be to have her speaking Japanese over the asterisks. Akin to a reversal of what we see going on in English. I don't speak Japanese, but it was a suggestion I saw proposed when I shared screenshots of the game in a discord server by a native speaker of Japanese. That might be a fun additional gag for anyone who spoke it or anyone who went out of their way to try to translate her dialogue mid playthrough.

With the adjustments from the former build including in the extra stage, I was finally able to each Flan this time, which was nice to see her art and dialogue, but me ever beating her would require a lot of skill on my part. 

Outside of the charming art and dialogue, gameplay identity is another standout element regarding this. The balance changes from old to new build with a bomb restored on life is nice and to the player's benefit. Focus shots hit very strong with high power similar to bugged MoF Marisa levels, bosses melt, especially with Rin A or Marisa A. Reimu A and Marisa B focus damage felt a lot more tame, but I found myself running out of power and slowly chipping Remi down with zero power very slowly. It felt extreme on both sides. Patchouli is a strange boss as well. Her very first health bar feels a lot more tanky than any other health bar I've experienced in the game and I'm not sure if that was by design to mirror the vibe and ramp up of the library in base TH6, but she has A LOT of health or if it was potentially a bug. Given she seems to have the only time out spell in the game (unless Flan had one) that Patchy hp might be intentional, but it feels off-putting compared to every other boss health. 

I was surprised I didn't encounter any minibosses in the extra stage when I remember being jumpscared by Meiling in the prior build but maybe that (and presumably patchy?) got shifted to the Phantasm stage mentioned in the patch notes.

Everything being said, I feel this game is very welcoming to new and inexperienced touhou players. Especially with casual mode being fixed. Touhou 6 has such a beloved cast with a questionable gameplay experience, so to have this game allow for people to engage with the cast in a new way is appreciated. Easy mode not being gate kept, casual being new player friendly. Remi and Flan are both pretty tough bosses given they have bomb immunity via Bat Time which also raises the skill demand out of the player. I know that the focus shot taking power aspect at play here will be polarizing for many people, especially series veterans, but I do find the concept of it interesting, over constantly being in focus mode 24/7 or something. There's some thought at play here. "Do I weave in focus movement without shooting for precise movements then unfocus to deal damage?" "Or do I just try to melt the boss my power be damned?" I do find it interesting enough to engage with, but some more under the hood with damage numbers need to be done as almost every single boss barring Patchy's first health bar flat out melts with specific shot types. I thoroughly enjoyed playing and will be sure to try extra more to see more dialogue barring my own skill issues. Fantastic work, I'm glad I no longer crash fighting Remi lol.

Lastly minor misc typos/text errors I noticed when playing:

Reimu opening probably shouldn't have sun capitalized.


During the opening Remilia conversation I believe this line of dialogue plays twice. 


Reimu A ending has a few typos like with this Sakuya line. *asks, feeling, regretful

*collateral

*as her
Capitalize LooksReimu Extra seems to have an extra space between 'that' and 'need' at the end of the third line.

'It's' is missing the apostrophe.Rin's player select screen has 'description' missing an r.

Missing a period at the end. Rumia's name is still spelled with an R here in this conversation and you seem to have swapped to spelling it with an L universally outside of this one line of dialogue. Weather is typo'd in the Patchy Rin dialogue.

Rin extra stage screen seems to have an extra space between 'the' and 'introductions' in line 4 and 'that' and 'Rin's' in line 5. Missing a period at the end of basement in the final line.Opening Rin vs Flan dialogue has 'probably' typo'd.

Marisa opening seems to have an extra space between 'air' and 'is' in line 2. 

Marisa A ending- I think there should be a comma between 'Oh and 'it's'There appears to be an extra space between 'missing' and 'from'.

Happy 2026 to you as well! Glad my previous feedback helped and congrats on the 1.1 release! I played some more and will give further feedback and thoughts in a different comment chain for ease of access.

(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.