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This was a fantastic experience. Shanghai's controls feel really fluid, and the enemy encounters all seem to be different, which really surprises me in a good way. 
The high quality of the 3D and 2D assets, and the SFX and soundtracks... it's just astonishing for a Touhou fan game, even the placeholder Shanghai animations are a delight to look at.

Extremely minor and subjective nitpick: most combat action games I've played (like Castlevania's exploration-based games or MGR:R) ingrained into me the idea of pressing the dodge key during the attack animation (and that makes it fast-paced gameplay) so not being able to dodge-cancel kinda threw me for a loop for the first twenty minutes haha.

Anyway, I'm looking forward to seeing this game completed, good with that!

You can dodge-cancel, though; every attack except for a couple heavies (which are already getting their own dodge-cancels in the next version) can be canceled as early as halfway into their animations. I've already made several action games where you could instantly cancel out of every frame of every attack, so I wanted to try something a little different this time.

So, if you want to dodge more, use light attacks. If you want to stagger enemies more often and do a bit more damage (once you've learned their attack patterns well enough to be able to handle the extra commitment), use heavy attacks. I thought it was fairly standard action game stuff, but with how many people have spoken out about this, I guess I got it wrong. Learning experience for next time, I guess.