Touhou: Land of Oracular Zeitgeist (Demo) | Lunatic No-Damage No-Bomb 1cc, Marisa 【東方蒼仙京】
yeashie
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Touhou: Land of Oracular Zeitgeist (Demo) | Lunatic No-Damage No-Bomb 1cc, Marisa 【東方蒼仙京】
2 175 просмотров · 4 мес. назад
yeashie
1,64 тыс. подписчиков
2 175 просмотров · 4 мес. назад
The newest Kaisendo game just dropped, made in collaboration with my man Ryann Thierry and his Western team! This is a Perfect Lunatic 1cc of LoOZ's trial version where I never take a hit and never bomb. A 1cc is forced No-Miss, so we will probably have to turn to No-Damage for a true LNN.
From the little I've played, this game feels very hit-or-miss, but I do lean a bit more on the positive side. The music and visuals are fantastic (though I'm not a fan of this being Yet Another Touhou Fangame With ZUN-Style Art), but the gameplay is a bit like a wet towel. The gameplay loop is essentially a combination of PoFV and UDoALG. You can cancel bullets using your charge attack, much like in PoFV, but unlike PoFV, doing so doesn't grant any i-frames (which isn't necessarily a bad thing). The Level 1 charge attack seems to be pretty weak and worthless. Singleplayer progression works similarly to the first two official versus STGs, where you must defeat the CPU opponent to advance to the next stage, though I'm not sure whether taking hits is tied to the timer.
UDoALG-style chaining is back, and it still feels terrible to do lol. At least the enemies can actually die this time, so it's not the worst thing ever, but it often feels like not much is being accomplished. The enemy formations feel like a watered down version of a regular Touhou-styled stage rather than a bunch of meticulously designed formations like in other VS STGs. I'm not entirely sure how to put this into words, but much like UDoALG, the game feels like it has a bunch of random systems going on at the same time. None of the mechanics feel cohesive; instead, it feels like a lot of things aren happening independently, which makes the game feel kinda messy.
The shot types consist of multiple characters, with the passive character acting as a buffer/debuffer and the active character determining which Extra Attacks get sent. The upright bar on the left side of the screen represents your Rank. Rank is influenced by popularity, which you earn through high chains and large bullet cancels. It affects the game's difficulty, whether you're buffing yourself or debuffing your opponent, and your score.
It would have been nice if the bullets were a lot bigger to compensate for the larger playing field, thus filling up more space. It kinda feels like there's a lot of dead space that could be put to better use.
The performance is also on the heavier, especially for LuaSTG standards. I've got a pretty good PC, and even I still got some slowdown, particularly while playing as Horou and during dense moments. Hopefully, they fix exclusive fullscreen as well since it doesn't even work. Being forced to use borderless window mode introduced a lot of input lag, though I should have applied Special K or dgVoodoo to remedy this.
Download: https://store.steampowered.com/app/41...
seals dawgs and fishpogs. oh my.