~Hakurei Shrine~ > Help Me, Eirin!

弹幕音乐绘 ~风雷幻奏曲~(Barrage Musical ~A Fantasy of Tempest~)(Ultra Mode Added)

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rsy_type1:

The new original game from several member who made 东方夏夜祭~Shining Shooting Star~

http://store.steampowered.com/app/665270/___Barrage_Musical__A_Fantasy_of_Tempest/


price:$10 ($8 currently)



  This is a music rhythm STG where stages with highly BGM synchronization will show you a barrage musical;
  A shop system with dozens of items available offers you infinite possibility;
  An AI based auto dodging system benefits beginners.


  Strange magic is contained in distant woods where there seems to be something hidden. With a premonition of an incoming thunderstorm, our hero steps on her journey of adventure.


  A simple and straightforward coin system that doubles the coins when suppressing enemies.
  Coins that directly impact scores, lives and spells.
  A shop where items can be purchased with collectable coins.

  The shop offers a mysterious auto dodging item. Hold down the C key, and the player will gain the ability of auto dodging.
  This ability has a time limit, which you may extend by purchasing upgrades at the shop.



As for the ability of auto dodging?



With the ability of auto dodging, you are unbeatable!


◆ 3 Weapons

◆ 4 Difficulties

◆ 6 Stages

◆ 8 Characters

◆ More than 20 songs

◆ A Simple and straightforward coin system

◆ A shop that contains dozens of items

◆ An AI based auto dodging system that benefits beginners


Controls
◆ Move....................................................↑↓←→ (changeable)
◆ Shoot....................................................Z (changeable)
◆ Bomb....................................................X (changeable)
◆ Special..................................................C (changeable)
◆ Slow move............................................Shift (changeable)
◆ Pause...................................................ESC (changeable)
◆ Skip the dialogue..................................Left Ctrl (changeable)
◆ Quick Retry...........................................press R in pause menu
◆ Toggle full screen.................................F8
◆ Replay fast forward / slow down...........Left Ctrl / Left Shift
◆ Screen shot..........................................P




Mikuru:

Yeah, this looks great so far. The backgrounds, music and character designs are excellent, and the patterns are well-designed and fun to dodge.

In terms of gameplay, pretty much everything you'd expect from a Touhou is here: lives, bombs, stages, bosses, spellcards. The only noticeable absence is spellcard history, which isn't even viewable from player data.

There is only one character, the unfortunately named Misty Laxia, with three shot-types. Type A has very wide spread, becoming somewhat narrower when focused. Her bomb is the Master Spark. Type B has options at her sides, shooting forwards; when focused, the options home in on the nearest enemy (or, against bosses, they assume a narrower formation). Her bomb sweeps the board clear with a gigantic sword. Type C has a narrow spread that rotates around Misty depending on your movement; when focused, it becomes narrower and keeps its orientation. Her bomb is a large spell circle.

There are no power or point items; the only collectible is coins. (Beware just after the midboss of Stage 2, when a bullet type appears that is easy to confuse with the coins!) Focusing drastically increases Misty's coin absorption range. Coins can be spent in the shop in between runs, allowing you to unlock stage and boss practice, Lunatic mode, and tracks in the music room. Unlocking a stage or boss practice allows all shot-types to practise it, whether or not they've reached it in-game.

Extends might be score-based? I wasn't paying too close attention, but I noticed I got one at 400 million.

The game has high scoring potential -- I got 2b on Normal just by playing normally. I have no idea yet how the scoring mechanics work. There probably isn't graze, since the interface doesn't display it?

Looking forward to the full version :)

Jimmy:

I'm really digging this game. Danmaku synced with the music? Count me in.
I wonder if the developers have got their inspiration for this from Raiko's survival spell  :3

Either way, this is a really cool concept, and look forward to see its background. Gameplay is really fun, the stages are really atmospheric and the bosses so far are quite interesting in terms of both character and danmaku patterns. Difficulty is also fairly balanced so far, although stage 3 still appears to be kinda a clusterfreak at times.


--- Quote from: Mikuru on May 04, 2017, 01:25:13 PM ---Extends might be score-based? I wasn't paying too close attention, but I noticed I got one at 400 million.

The game has high scoring potential -- I got 2b on Normal just by playing normally. I have no idea yet how the scoring mechanics work. There probably isn't graze, since the interface doesn't display it?

--- End quote ---
The life system indeed does appear a bit confusing. I've been trying to pay attention to both the coin score and actual score, but currently there's no definite conclusion I can draw out of it. Spell extends appear to be based on the coin score though, approximately around every 100,000th or so. Regarding the score, I think there's a hidden PIV counter, however I'm not sure what exactly could be influencing it. Maybe the x2 multiplier from speedkilling stage enemies?
There also appears to be a mechanic present that allows you to milk enemies for small coins, very similar to milking spirits in TD, except here it extends to stage enemies as well.

Got 2.8b blind. Gotta love such intense scoring in shmups ever since RSS and BoSM  :V

Finally something to kill time with until HSiFS demo


ZoomyTsugumi:

I got 3.6 bil on a blind run on Hard. Difficulty is alright, I ain't mad so far, hope it's not too easy lategame though. In Hard mode I was able to spend most of my time not even dodging and just bullshitting with bombs above the POV line during the stages and I still beat the demo with a fair few resources lol. Lunatic posed a bigger threat though which excites me.
Autododge is a really cool optional feature to have and I'm happy its not infallible entirely.

Have to be honest tho I feel like the music is a bit basic and some of them feel like a rehash of what we heard in SSS (Stg2 boss song is great tho). Hope the music takes a turn for the better in the full version. The way its integrated into the boss battles is fantastic though.

Mikuru:

Okay, I'm pretty sure of the resource system now. Lives are score-based and occur at 200, 400, 800 and 1600 million. Bombs are every 100,000 coins (and a bomb item after the S2 midboss).

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