This game is quite the undertaking. A 3D game world with multiple units to control in pseudo RTS/Moba fashion each with their own abilities is hard to keep track of. Most of the common control options have been implemented, such as control groups, box selection, and tab focus switching. However even with all these options it is still missing some things, like the ability to click an ability card to activate or clicking a single unit to select it. Small differences like these can add up with how frantic the gameplay is. Also, control groups 4 and 5 don't seem to function.
However, once you get a handle on the controls, the gameplay is a lot of fun. The game asks you to keep track of a lot but if you can manage to juggle cooldowns across the three characters you can really wallop the bosses. A chance to practice the abilities before the bosses would be great here, like against smaller enemies, as trying to understand them while a boss pumps out massive attacks is hard. The bosses themselves are varied in their demands of the player. Reimu is the hardest despite being second. Her attacks are fast, while either homing to you or flinging about randomly. I couldn't do much more than just dodge to keep Patchouli alive while whittling down with her Q attack.
The game looks great with 3D clean environments, big splashy spell effects, and nice pixel sprites for the cast. Some of those spell effects block vision of the screen though, especially Reimu's yin yang orbs. This makes seeing Reimu or even your own units impossible and does not feel fair. Sound effects are missed and the music unfortunately seemed to cut out.
If there had been time to smooth out the edges, this might have been the best game in the jam. I would love to see this framework expanded on in the future. In its current state, it is a fun, hectic experience that is worth overcoming the sore spots.