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(+1)

The intro is so cool. Is this the power of Danmokou?

I think the game is solid. The slow-down powers make a lot of sense here, as do the magnetism. As a fellow Horned Owl and Bat fan, I can get behind the Tojiko/Sakuya team. However, I don't think the magnetism mechanic is that deep, and it was a missed opportunity to not let it carry over between boss attacks to add some strategy.

Pattern wise, the game isn't as inspired as "Yukari's wonderous Icy Patterns" (few games are - I really liked that one). It's pretty easy overall, the later non-spells are basically all dodged in the same way. The first spell forces you to move away from the zone where you can deal damage without magnetism, which is probably intended to force you to use the mechanism, but it still makes for slow spells and I don't find the attack interesting enough to warrant this. (At least during the spin cards you can relatively safely attack Yuuka from behind to stack up that sweet magnetism.)

Still, I'm glad we got another CKenshin shmup.

Thanks so much for playing. Hearing CKenshin styled shmup makes me feel pretty happy lol.

I think you did hit the nail on the head when it comes to the pattern design. The magnetism mechanic did limit me in some of the patterns that I could so that switching characters and keeping track of the meter could still be feasible mid pattern. The style of pattern I opted for left a lot of gaps for you to be able to keep track of what is going on more.