~Hakurei Shrine~ > Help Me, Eirin!

東方雨仰石 ~ Promised Mystery of Moisture

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FleetingGaze:

Looks pretty good. A few things came to mind:

- The barrier-field-double-resource-thingy also must double 1ups (stage 2 midboss) and bombs. (stage 3 midboss) It seems a wee bit strong, considering the field persists even after clearing a stage. Unless the midbosses and bosses move around a lot, there doesn't seem to be a reason to not just put it in the middle of the screen.

- So for the stage 3...tug-of-war, (I guess? Like Megaman 9's first Wily stage boss) how would that work for Marisa, whose shots are all aimed? Would the focus shot just pick a lane to bombard?

- Stage 3 has catchy tunes.

legwan-w-spioszkach:

For the Normal difficulty demo, the midboss&boss patterns are somewhat too gimmicky, not to mention EASY. I'll elaborate:
Stage 1

* Kogasa's midboss nonspells and first boss nonspell are way too slow and easy, requiring little to no movement, especially the latter. Given that they were shown to be much harder on higher difficulties, one can blame lack of refining which could be done by the full release
* First boss nonspell - that with the rainbow - has way too much bullets, needlessly giving practically free graze. The upper rainbow could as well be replaced with a static image and the number of bullets aimed at the player should be cut in half at least.
Stage 2

* Kogasa's nonspell requires player to move around the boss, something that goes against the unwritten rule of official games that the nonspells shouldn't rely on macrododging. It's a good pattern, but it should've been a spell.
* Boss' first spell is way too slow (the fps counter seem to be static and thus don't indicate whether there is a programmed slowdown, and if, there is no indication how great it should be), and thus too easy. If the number of bullets fired in rings would be reduced, then the whole spell could be radically speed up.
* Boss' second spell seem to be a bit light on bullets. Not much (it's normal difficulty), but it's noticeable.
* The third spell fell a bit too short. Raise the lifebar?
Stage 3

* Wakasagihime's second bossspell has heart made out of bullets, which feels superfluous given that it just disappears after a while without being a danger for the player. Couldn't they give a static image for heart then?
* The last spell requires you to shoot up (?) five of the new character's clones (i couldn't read the name, too blurry), up to the top of the screen. Confusing for first time players, but very easy once you got it. Ouch
The rest of the midboss/boss patterns are okay, but nothing jaw-dropping.
Nevertheless, i'll want to play this game. I hope the latter stages won't have such confusing gimmicks.

I wanted to take notice of Wakasagi's first bossspell, but then i remembered that a similar gimmick has been used in Danmaku Amanojaku.[/list]

gilde:

Yeah Souten (the game's programmer) frickin
loves
him
some
ridiculous
gimmick
danmaku.
Which I happen be a fan of, personally, but if that's a turn-off then Oh God, Run, Run For The Hills While You Still Can

lolpudding:

I tried to run the game on my computer but it started to lag alot  :ohdear:

But overall, this game looks really amazing, hopefully I can keep an eye on this. Its also nice to finally see Pesot.jp's songs in a real fangame since Treasure Castle Labyrinth

wobuffet3:


--- Quote from: lolpudding on December 08, 2016, 02:06:09 AM ---I tried to run the game on my computer but it started to lag alot  :ohdear:
--- End quote ---

I'm having a lot of lag too, I'm jealous of all the people who can run it at full speed without drops.
I hope the next demo fixes this, or at least the full version.

Speaking of which, when is the next demo?

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