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Rumia's Party Games / Re: Rumia Quest Revival III: Heresy and Magic
« Last post by Branneg Xy on Today at 12:06:40 am »
//Okay, in the case of option 2, would it be exclusive control over Kogasa or will we still be able to control Rumia at the same time?

> Give a meaningful look with a soft whisper to our current group including Flandre ,Tsalinn Comm. Doll and even Sumireko,and wait for theirs and then finally To Patchouli  with turning to he and saying : 'Aah to be clear  2 Hours of Time  even with 3 with Kokakuma Carrying Kogasa as Umbrella and myself joining in with Koa as  Voice Link with you Miss Patchouli without strain or drawing attention in being a trio ?"




// We should await at least 4+Replies (Most of Players and Raikaria ) //.


// It is 2 Hours+ The Report Time-Lapse,little delay for 2,so that is a Plus for sending Kogasa-Main,Koakuma Main-Assistand Rumia Alt-Main without Alerting Elis or the a Few Minor "Heretics Physiognomists" with just 2 and lessening command and discussions IC and OC,Gensokyo-Side available by Rumia // .


//This detailimg could be summarized up for no over-thinking/complication...
However it would be somehow bete  - howeve the instance we stilll have to comunicate to Alice,Wrigle,giving and receiving some instructions including among the rest of Rumia's Froup - even better it would be Kogasa Carried as a "Makai-ish Novelty Umbrella "Shading " with a little Koa who could be contracted - split-ups should provide more providential for "a trio of covert-ops than a paur if we do a right set-up and step-up/down"! the group could still be mostly covert&operarive&retrieving (Gungir or Intel or Possibly Makai Friendly and/or Important "Reunion Castle for an Importnt Asset as long as we have give over in custody and not risking,putting minor traceability or suspect ,wuthout over-detailing ,about : Alice,Grimoire's,Gensokyo's Artifacts,Rumia's Rebalncing by Unsealing //. 
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(Image removed from quote.)
I didn't see this anywhere, so here you are.

Anyway, it seems like the 4th of October Touhou Station will launch this website. They talked about it in the last Touhou STation's broadcast.
Apparently, it's going to include Touhou news, ZUN's interview, and both official and unofficial Touhou comics (so kinda like SCoOW).


"" Touhou /Eastern Project/Project East ( similar to a Caption-Less Kanji ") SAotOWO(TH"Web" Articles of  the Outer World ? for a Shorer International Handle? )"Nice,Well Done with 14 Days Anouncement for Motk-ers,Ex-MotK-ersGuests & ...Viewers as far as  as "the 7 Pending 8 Day Contents by Release (Font&TexfHTML Glitching with Emoticons ,Watch out Please) " and as Far as " :derp: [size=78%]Near NO-JP "  [/size][size=78%]( Twitter JP Link ) Touhou Station[/size][size=78%] for [/size][size=78%]this website[/size][size=78%] ,[/size][size=78%]the SAotOOw Site .[/size]


Oh then It is is going to be faithfuly more filled when there is going to be more Transaltion,or justInterpretation with some Localizaztion,besides the "ENG-Romaji Captions for the Logos " :o ... ;)
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The bombs really do need to be changed because they're insanely pointless. It's not worth the damage to the boss at all to sacrifice some health orbs in pretty much any situation, so they're rendered fairly useless.
Unless they decide that the final boss final attack would be one that you just have to permanently graze through to get water to get more orbs to spam bombs since there's no direct route in to attack but ugh that could go very wrong very fast.
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I mean,we could kiiiiiinda consider the dash button as a jump button of sorts ?! I mean, there are plenty of moves that allow you to take off into the air and you can quite confortably control how you land. At any rate, it works because of how flat the ground is in the demo. Hopefully it'll still stay viable in the future. Anyway, before the demo came out, I was pretty sure this game was said to be a platformer or something, and you'll notice that most of the conversation surrounding this game supposedly being a platformer are consistent with that. But except apparently not anymore ?! If Tasofro decide to give the game a bunch of stages and make those stages similar to the flat ground you see in the demo's boss fights, things'll still be all right, but the stages might end up a tad homogenous. If stages are added.

But regarding the bombs, I'm still not on board with that design decision. Generally, the deal in video games is that you get punished for screwing up, but here, using a bomb essentially punish you. What you're saying is that we essentially have something that is like "use a bomb, lose a life, gather water to replenish lost life", but if gathering water / oil to compensate for that loss (AND get new bombs) is how things are supposed to even out, surely wouldn't having the bomb use the water / oil meter instead of life been more appropriate ? And it would be relatively less spammable also.
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As for criticisms, there are two things from the demo that I hope will be changed for the final game :
1/ The lack of a dedicated jump button, like previously pointed : if this game intend to be a platformer like it says on the tin, then they should really add it. Jumping is a staple to the genre, please implement. And dunno, maybe allow it to not consume the "stamina"-ish kinda bar
2/ Probaaaaaaaably change how the "bombs" work ?! Cuz apparently they cost you lives. Casual players want to burn through bosses lifebar quickly but also have enough lives to survive, while skilled / super players generally prefer a challenging no miss, and potentially no bomb run : this is a mechanism that serves nobody. I hope it gets changed

Is the game even intended to be a platformer, though? Like, I find no evidence of that? The genre given on Tasofro's page is "Horizontal Danmaku Water Action Game" which is very descriptive of what we can already see.

I don't think it needs a jump button, if that's how they want to do it. Fly is pretty much a triple jump in any direction, so an actual jump button wouldn't add anything (and would kinda work against that button being your universal source for gathering water). The only reason why I mentioned it is because flight makes jumping and therefore regular platforming trivial, so unless there are characters that can jump instead of fly (which I could see for heavy hitters like Yuugi) it doesn't make a lot of sense to have platforming challenges.

And I'm not sure if they bombs should be changed either. I doubt they will be, anyways, because they are very integrated into the system of the game. They don't clear bullets, so they aren't a safety net. They are only a (somewhat) strong attack (if used at the correct times) at the risk of spending your life, which in turn forces you to play with low life or use the gimmick of the game - absorbing water to get back your life (and bombs). Stay hydrated - drink oil.
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Putting a stage section in the first level will serve as a tutorial of sorts to introduce the player to this game's controls and mechanics, and for the later stages, they may serve to introduce the player to whatever gimmick may appear in later stages and boss fights. Say the geysers in Yuugi's fights for example : they could easily serve as things that help you get around during stage 3. Also, there's no reason why anyone would assume that these are harmless (in a BOSSFIGHT !) if they are not introduced to what they do beforehand. IF there's going to be stages.

And I wouldn't be quick to assume that future stage sections are guaranteed to suck cuz we ain't got no "sample" stage to judge the quality of Tasofro's stage design. IF there's going to be stages. Mortal Kombat Mythology gameplay parallels don't quite work either for this game cuz we got dash and a far reaching camera. Besides MKM's problems really lies in a combination of multiple factors rather than just having fighting game mechanisms : it's got wonky hitbox for some stage hazards, level design that are NOT sensible (3D platforming in a 2D game for that one stage, VERY slow pacing for that other one), weird AI that does not synergize well with the level where they're, and some more ... That is such a fantastic combination of various bad stuff that I don't think it's reasonable to expect those design flaws (that are proper to MKM) to automatically pop up in 17.5 too, stage design wise, if Tasofro plan to add stages.

And there are already arranges of stage theme songs, which honestly would be wasted if they were only made for skippable cutscenes. I mean, it's a Tasofro game, you'd expect there to be one of those pre-battle themes or something.



Anyway, for me, my concerns for this game is a little bit different. Say Tenjou no Tempest or Luna Nights for example : they work pretty damn well because they've got this ONE single character, plus a particular gimmick associated with that ONE character, plus stages and boss battles designed with that ONE character-related gimmick in mind, plus there being a lot of other progression-related stuff (skills for one, items for the other) that allow you to do different stuff for this ONE character : TH 17.5's going for a lot of playables, which allow a certain thing that they've got going for them in the fighters story telling, but I don't believe there's a practical way to give such depth and richness to EACH AND EVERY SINGLE ONE of the playables this time : I expect that we're gonna have more diversity instead of depth this time, and Tasofro's gonna need to come up with something to cope up with that.

A relatively gratuitous speculation here, but for this game I'm expecting Tasofro to go design the playable girls around particular playstyles : for example, Reimu and Yuugi could be lumped together into a more "physical" group, and that infering to similar sprites that they share, while Marisa and Kogasa could fit into something like a danmaku reliant group ; and everybody inside such or such group will have similarities in their playstyles but some differences as well. I don't think its going to be realistic to make EACH AND EVERY SINGLE ONE of the girls play in a radically different way, so this is how I'm expecting things to be. I could be totally off the mark tho, but time will tell.

As for criticisms, there are two things from the demo that I hope will be changed for the final game :
1/ The lack of a dedicated jump button, like previously pointed : if this game intend to be a platformer like it says on the tin, then they should really add it. Jumping is a staple to the genre, please implement. And dunno, maybe allow it to not consume the "stamina"-ish kinda bar
2/ Probaaaaaaaably change how the "bombs" work ?! Cuz apparently they cost you lives. Casual players want to burn through bosses lifebar quickly but also have enough lives to survive, while skilled / super players generally prefer a challenging no miss, and potentially no bomb run : this is a mechanism that serves nobody. I hope it gets changed



Anyway, by this point, [stage sections] is still a yet-to-be-opened can of worms, cuz there are a lot more questions that should be considered if they decide to go for them : how will the characters routes be ? Cuz I don't believe Yuugi's gonna start from the forest, go to the cave and into the Onsen, for example. And how will the stages be balanced per character ? Are they going to stay the same or be more adapted to such or such character's possible playstyle ? Or will certain stages still keep their general aesthetic while being designed differently ? And many more ...
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About the possibility of stage portions, it'll probably be a bad idea.

I think it depends on how they do them. If they are a rush of constant movement, like that one attack where we chase Kogasa, but instead dealing with smaller enemies on the way, it could be fine. Or I'd likely expect something akin to a beat 'em up with some moving before the screen locks up and you have to deal with enemies before moving on - they have already shown that they like to play with the terrain, so different terrain + enemy combinations could make for interesting set-ups - actually, this sounds a bit like Subspace Emissary from Super Smash Bros. Brawl.

I don't expect there to be actual platforming, unless some characters have a jump button, because the flight mechanic gives too many movement options for that to be a challenge. But the fact that this is no fighting game and playable characters don't need to be balanced for fighting against each other opens up a whole can of worms of what they could do with the different story routes.
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Now taking M3 requests. Deadline for down payment is the 23rd.
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Akyu's Arcade / Re: Awesome Games Done Quick 2020 - DOS Ist Gut, Ja? (3)
« Last post by Kilgamayan on October 16, 2019, 01:46:24 am »
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Rumia's Party Games / Re: Rumia Quest Revival III: Heresy and Magic
« Last post by Evil_Nazgul0616 on October 15, 2019, 08:58:38 pm »
//Okay, in the case of option 2, would it be exclusive control over Kogasa or will we still be able to control Rumia at the same time?
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