I find it slightly amusing that TH13 was announced the day after our TH12.8 thread got locked :V
I find it slightly amusing that TH13 was announced a few days after the japanese TH poll was closed :p
*Sakuya is the last boss...if Ten Desires has anything to do with the 7 sins, she will be
Envy automatically makes me think of
this envy
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what I'd like from the gameplay is that maybe this game would have (additionally, optionally) elements from the past games' gameplays
- PoFV's chaining and/or bullet cancelling -- PoFV's chaining is forgiving, plus bulllet cancelling till
BONUS! is rewarding, exciting I dare say
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- IN's human/youkai "sides" (maybe they are assigned to the shot types in this game, or not), which allows one to decide between shooting a lot or grazing a lot. Even IN's grazing felt more rewarding to me, because (like in Shuusou Gyoku) you can feel the boost to your score (through the time orbs) better than, say, in EoSD
- MoF's chaining
but please make it more forgiving/flexible than in MoF (one death in MoF takes 1/3 of your current faith counter, and the faith counter drops quickly if you can't chain. PoFV's chaining was forgiving and flexible enough with spirits which could be "activated" when/where you wanted to, which also stimulated foresight and rewarded players with better bullet cancels)
- please make players be unable to graze while they're under invincibility (a detail I liked in Suwapyon), and please refrain from having players be confined to risky spaces (such as pointblanking/near pointblanking/enemy hugging) for graze milking. It's okay-ish if players can graze near bosses, just not (imho) if you have to memorize, say, EoSD's stage 5 fairies (for point-blank invincibility grazing), or be able to abuse Parsee's rings of bullets, or be able to stick besides Sakuya during Eternal Meek. (personally I don't like grazing because I don't like to have to memorize stages, preferring to dynamically remembering them and what actions I can take as the enemies come at the screen, instead of feeling punished by having the game become harder because I didn't knew ho w to trivialize stage sections, as if I was asked to remember stages. Which is distracting to me, to try to keep stage-specific information in mind while playing normally. I'm better at remembering rules, not routes)
- additionally, why not make players be able to follow bullets and still be rewarded? (if SA wanted to follow, to an extent, Shikigami no Shiro's gameplay?)
- also, one of my complains about the games is how misleading the bullet hitboxes can be. The current graze sound helps, but not as much if you're grazing more than one bullet. At times, even the sound isn't much helpful if you need to correctly estimate if you'll be able to follow a path which has large bullets near it.
- will players be able to use bomb fragments if they don't have full bombs? /battlegaregga
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- unlockable characters please
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- if Mima would ever appear, just having her in an alternative stage (if the game would ever have alternative routes chosen by the player) as an optional, additional boss (for those who want to fight her specifically, so that she doesn't take much of the focus from the story). Either Batrider's or
's alternate bosses possibility would do, and both of them were fun in their own games
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- agree on more PC-98 reference, though I'm pleased with the shmup references so far through the series
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- Marisa's
penetrating piercing laser is good in EoSD, but I'm fine with DDP'ish laser
- I'm fine (no, greatly pleased) if there's charged shots in a main TH game (charged shots worked well in PoFV, GFW, and StB/DS)
- also, Reimu is imba in PoFV (against human opponents), not just Marisa in MoF
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(PoFV's Memory/Mevious lol -- though I don't know if Reimu is actually banned in japanese matches)
WARNINGdecide for yourself :p