Thanks for playing! I'm still working on an Extra mode with a few more levels (and a bonus ending!), but I'm glad you enjoyed the current version!
Eric Paul Simard
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Z and X is the standard for RPG Maker, and you can use Numpad as well if you have that. Still, I'll see if I can add configurable keybinding in the option menu in a later update (the upcoming one today is mainly for JP and French language support, as well as fixing that crash bug). Thanks for playing by the way!
Dang, and this is in the latest version (2.0b)? I've been trying to squash that crash bug for quite some time now. I have no clue why it also only happens with Style 3: every other style seems just fine compared to it.
I've been suspecting it's because players change style right as the bullets try to delete themselves: I changed it so that they try to despawn instead, but it seems it doesn't matter what the order is: if it's sent as they're already being deleted through the other method, the game thinks something's wrong and just goes kaput. And my theory should technically also apply to other Styles, but the game insists on it only happening with Style 3...
I guess I'll have to change the way the bullet delete themselves entirely: separately from RPGM's movement route system.
Thanks for playing by the way!
Dang, missed one "Sen"kibanki head. I'm assuming it was a secret one hidden somewhere behind a wall?
Either way, thoroughly enjoyed it despite the physics being a bit slippery initially to me. That being said, the text scroll in the beginning felt really fast. Maybe make it slower or manual to continue it? Unless of course the hectic pace of it is intentional.
I think it was spell 3? If it wasn't timeout after all, then I guess I just wasn't paying enough attention to where I was firing, sorry. Right, so I tried the game again, and it's because I didn't realize bomb invulnerability meant the boss became invincible too. And during that spell, I bombed a lot.
Oh, forgot to mention, I think the menu is bugged. I tried "Restart from beginning" during gameplay and while it does restart, the game seems to remain irreversibly paused when I do that, even if the menu is gone. You probably already know about this, but I just wanted to mention it just in case.
Gotta have bullets (and watermelons?) in our Touhou fangames after all!
The platforming was a bit annoying when you had to redo a lot of it (basically every time I barely missed a jump or got tagged by an attack), but otherwise a good experience. I kinda wanted one more level, but a lot of work was put into story, so I understand not wanting to pad it out pointlessly.
Really well done! I found myself focusing on dodging first, only to later try to maximize damage output at the detriment of my own safety...
I had a lot of trouble against Raiko though...especially her timeout spellcard...had to use all my continues...
(Maybe I should have abused the bomb invulnerability more)
Thanks for playing! I'll have a full playthrough with solutions to all levels up on my Youtube channel of the same name (HakureiShrineTemple) up sometime in the future, in case you ever want to try this game again.
Also, you can skip levels by pressing the letter 'o', in case you're just interested in the ending(s) at that point.
I thought I died and the game just gave the victory scene anyway...Gameplay doesn't seem like that bad of an idea, just wish it'd last more than 5 seconds. Oh, also, controls took me some time to figure out. I was sure I'd have to use the arrow keys, but nope: it's WASD (and Space).
RIP Mai and Satono.
I almost, and probably could, beat Remi, but she cheap-shotted me in the end and I rage quit out of frustration.
I got hit by almost all of Sakuya's knives, but survived? Not sure if their damage is bugged or that was intentional.
Regardless, my biggest issue with this game is how the bullets can sometimes end up spawning "behind" your own hands, which makes it really hard to see them coming. Otherwise, pretty enjoyable gameplay.
Very chill music and puzzles! Only issue I had is that the controls said I should press 'X' to warp when it's actually 'Shift' on keyboard (I pressed X an embarrassing amount of times before figuring that out).
I kind of wished there was a little more, but I can understand if it must have felt like all ideas had been used by the last puzzle (given the time restriction).
Speaking of which, I got pichuun'd by warping into a bullet...maybe give Renko some invul frames when she does that?
Okay, I actually played it this time, and the controls are a bit more confusing than I expected for such a simple game: I feel mouse controls would make much more sense than using 'W' and 'S' and 'Enter'. There's also little that motivates me to keep going after messing up an answer, given you're forced to start over with a single mistake. And finally, the questions feel like I'm expected to have a search engine open at all times to look up their dates.
Thanks for playing! I will be updating it over the next few days to address QoL issues.
However, there's little I can do about the 3D jank, as the MZ3D plugin is still in a very experimental state and unoptimized. I used it anyway because I was a bit stubborn, but I have given players the chance to opt out through the reset menu, in case it is unbearable for them in gameplay.
I liked the basic idea behind it, although it seemed as if desyncs were the prevalent idea to mix-up the gameplay towards the last few levels, which in a sense meant playing without the main gimmick at all since you're only focusing on 1 Shinmy at a time. Still, I liked playing it, and made it to the end with a smile on my face.