Permafrost Wolf
Permafrost Wolf
  • 129
  • 89 405
Forlorn Souls of Wicked Past (demo) - Lunatic - NMNB - Reimu
I have a lot to say about the game and it probably won't fit in the video description, so I'll talk generally about the game here, and then move on to survival / scoring / specific patterns in a separate comment.
This game... is a massive wildcard. It has very good ideas and stylish execution, but the balancing is ??? and there are a bunch of random miscellaneous things that seriously impacted my enjoyment of it. Let's go over the main points.
The good:
- The presentation.
The music is great and the backgrounds are very pretty. The Miko fight in particular is largely synced to the music, and it makes it that much more cinematic.
- Combo system + stage design (for the most part).
Stages are largely satisfying to route, with a moderate caveat that's only relevant to scoring. Very often there's a somewhat obvious "intended" overall idea for how to do a particular stage section, but the system leaves you with enough freedom as to how you want to specifically pull that off (unlike in EIoS, where there really is only one correct answer).
- Boss pacing.
Balancing gripes aside, I really like how hectic and dynamic the boss patterns are. There's very little downtime/filler and even the easy patterns keep you on your toes. (This might be stockholm syndrome)
- General gameplay handling.
Hitboxes are really lenient (probably to compensate for the insane difficulty), and character movement feels natural. There's no noticeable input lag or animation sluggishness.
The bad:
- Shot type balance.
Reimu is by far the best shot, but this is largely because she's the only one that isn't bad or annoying to use. Also, her passive ability clears all small enemies on-screen every time she gets a combo, which is very useful on stages.
Marisa's lasers have a PCB SakuyaB aiming-type gimmick, but it's way more useless. The lasers have pathetic movement range (it feels like 15 degrees off the vertical or something) so they're not viable for any strategic positioning purposes. Also, boss patterns are so dynamic in this game and you have to move around so much that most of the time your lasers will be off-target anyway. I'd honestly like the shot a lot more if it was just a piercing forward focus.
Ichirin is unusable. She does high point-blank damage and terrible long-range damage, but you can't pointblank anything in the game anyway. Also, her unfocused speed is too high and her focused speed is literally FDF Patchouli.
- Bosses bouncing you away if you get too close to them.
There's no indication for how close you can get to the boss before this happens, and frankly the radius feels way too large. It's also very disorienting, and even if you aren't sent directly into a bullet, you'll probably die while trying to find your character on screen. This can actually kill you on circling spells; I got 1MNB to Miko LS because of this and I was traumatised. Please just get rid of this.
- The reset system.
This game gives you the ability to reset to the start of the current stage, rather than resetting the whole run. This sounds great for casual play, but it's a huge problem for assessing the legitimacy of survival and scoring runs, especially if there's no way to tell whether, or how many times, a stage was reset. Even if there was an indicator, I don't imagine it would be too hard to edit out.
The ???:
- Overall difficulty.
This feels more like SoHW Lunatic Extra than it does the first three stages of Lunatic. Patterns are both too difficult and too tanky. I guess, if this was a 3 stage fangame, this might still be barely tolerable, but it isn't; this is crazy for the first half of a full game.
- Game length.
This demo is 17 minutes. For reference, the first 3 stages of HSoB with a black gem takes around 15:30.
- Effect spam.
You can really get sensory overload if you don't turn off like 90% of the effects in the game settings.
My feature wishlist:
- Can the end of stage summary screen be shown in replays as well? I really liked that feature.
- Save replay and quit to title
- Add a toggle for the fast reset feature in practice mode, so that failed runs can be saved for analysis.
- Replay naming
- Replay info display should show less useless information and more useful information. Don't show me how many point / flake items I got, show me the final score and the miss/bomb count!
- Miss/bomb counter could be like SoHW, starting off golden, and turning red once you're no longer on perfect pace. (This is useful because the game doesn't count last spell failures as deaths.)
- Things like spell capture bonus and "bonus failed" should always be visible, not tied to the effect setting.
- The ability to practice the rest of the stage starting from a particular chapter (not just that bit in isolation)
- Stage practice should start with max resources
- The ability to edit your starting gauge for stage practice / chapter practice
TL;DR: This game has a lot of potential. Don't mess up the balancing and you're golden.
มุมมอง: 452

วีดีโอ

Ultimate Vitality of Imagination (v1.3.4) - Lunatic (Inf + TLB) - NMNBNRFS - MarisaA
มุมมอง 423หลายเดือนก่อน
"i'm retired," he insists for the nth time since, like, 2020 or something idk This is a really wonderful game and I really like it for survival. It's punishing, but not bullshit. Snappy and keeps you on your toes at all times. Routing is intense, but there's a lot of freedom for creative strats (you'll need them!); the game doesn't feel the need to counter every cheese known to mankind. The gam...
[FLASHBOMBS USED] Evanescent Existence (v1.10a) - Absurdly Extra - NMNBFS - Yabusame
มุมมอง 2816 หลายเดือนก่อน
!!! I reuploaded this in HD so TH-cam won't butcher the video bitrate. Go watch it there instead: th-cam.com/video/nnAOOZoqpyY/w-d-xo.html DISCLAIMER: MANY FLASHBOMBS WERE USED. THIS IS NMNB NOT NMNBNFB alternative title: another "why did he do this" moment brought to you by your local frigid canine Back in 2021, I learnt from a Chinese player that in EE v1.10 (but not v1.20 , I was too lazy to...
i finally got my grandmaster license
มุมมอง 879 หลายเดือนก่อน
I FINALLY BEAT GMHS IT'S FINALLY OVER I got stuck on flag 6 and took a long break from the map, during which I beat the entirety of the winter collab as well as the first 3 lobbies of SJ (look at the file timer jump by 100 hours lol). Eventually I decided to come back to finish what I started, and here is the result. Flag 8: 20 Dec 2021, 2 hours Flag 7: 26 Dec 2021, 2.5 hours Flag 6: 1 Jan 2024...
ince rabbit ticks off more boxes on the geneva checklist
มุมมอง 365ปีที่แล้ว
ince judging my choice of gaps on the first spell hard yeah i messed up the survival yeah this really was the first time i got to takane on a full stage run
wish upon anser
มุมมอง 246ปีที่แล้ว
Every time I tell people that Ura Touko anomaly is one of the most disgusting patterns in the game, I feel like they're just nodding and smiling without really understanding. The horribleness of this spell is not one that can be captured by mere screenshots and words. This is a spell that you have to see to believe. As such, the purpose of this video is not to show off my timeout of this garbag...
Servants of Harvest Wish (v1.00b) - Lunatic Extra - NMNBFS - MarisaA (alternate title:🦊🔪🐺)
มุมมอง 629ปีที่แล้ว
I complain about this game a lot, but after sitting down and actually learning LEx, routecrafting and execution are actually fairly enjoyable. Unfortunately, this stage has a boatload of dicerolls, including a bunch of patterns where you just die if the RNG looks at you weird. And there are so many clippy bullet types it's not even funny. RUN NOTES Pre-midboss: - Yes, I do a funny opener graze....
new fox's hypnotic tale strat
มุมมอง 154ปีที่แล้ว
Two key things to remember: 1. Get the border approximately during the transition between non 3 and spell 3. I got it a tad earlier than I usually do here, but it's also fine if you get the border while PoCing after the spell starts. 2. Graze the yellow rings at the start of non 4. Otherwise, you probably will only get the border at the start of spell 4, which is way too late to be useful. As a...
another hot new war crime from ince rabbit
มุมมอง 368ปีที่แล้ว
an attack inspired by mmoew has no right to be this fun (Disclaimer: I am beta-testing this script. No public download is available yet.)
this is not an nmnb :c
มุมมอง 6612 ปีที่แล้ว
(this is a reupload because i messed up the resolution settings the first time) Maybe I'll try again when the full version is released. For now, I noticed nobody is really playing this so I might as well offer my comments and show off AbEx (don't see many, if any, videos of it out there yet). I didn't play Extra so I cannot comment on its balance. EDIT 20 Sep 2022: Revised opinions below in [sq...
Local dragon murders harvest god
มุมมอง 5772 ปีที่แล้ว
the thrilling sequel to "local dragon breaks into shrine" I use "you" a lot in my notes below by force of habit but let's face it, probably nobody else is going to do this and the world is likely better off for that. This boss is a nightmare and out of the 12 patterns she has, maybe 3 of them are not complete bullshit. I think my spell history speaks for itself. - Non1: On Ura (but not Lunatic)...
Terminus of Unreal Darkside (demo v0.01a) - Unreal - NMNBFS - Marisa
มุมมอง 1.8K2 ปีที่แล้ว
Consider this video description to double up as my critique on the game as a whole I guess. Keep in mind I am a pure survivalist so my comments about the game's misc mechanics might not be too nuanced. On game mechanics: - DDC resource system is cool but the stages clearly weren't designed around it. There are sections with tons of items but no break in the spawns to allow you to PoC, forcing y...
Elegant Impermanence of Sakura (v1.0.6) - Lunatic - NMNBFS - Marisa & Yuyuko
มุมมอง 1.4K2 ปีที่แล้ว
It's finally over. Started grinding this in June 2020 and gave up from lack of interest. Played boss practice for fun sporadically and started seriously relearning strats only in mid-Jan 2022. Finally started doing full runs on Sunday and got this on Thursday. A fresh perspective on the game really helped a lot (and I might have gotten a bit better at dodging? probably not though). My PB from 2...
Wall of Abendrot
มุมมอง 3452 ปีที่แล้ว
it finally happened, all luck no skill surprisingly, only took around 159 attempts. i guess doing that 90fps capture helped massively with reading the second phase. obviously it goes without saying that there's not much you can do in the last couple of seconds other than pray and try to adjust if necessary
2D golden berry
มุมมอง 1042 ปีที่แล้ว
wow, a not-bullet-hell video baby's first (and probably last) d-side golden, featuring me completely screwing up the first half of the cassette room I don't think I've ever gotten the entirety of that room in one go beforehand, so I'm surprised I didn't lose at least one run to it I've lost runs to literally every other room though moral support: sparky
Slurpy noise generator, 2021, colourised (max rank)
มุมมอง 2812 ปีที่แล้ว
Slurpy noise generator, 2021, colourised (max rank)
Consciousness' Unity of Opposites (Demo) - Lunatic - NMNBNCFS - ReimuA
มุมมอง 5403 ปีที่แล้ว
Consciousness' Unity of Opposites (Demo) - Lunatic - NMNBNCFS - ReimuA
Incarnation Erased from History - Stage 4A Inhumane NMNB (feat. 4B boss)
มุมมอง 1.5K3 ปีที่แล้ว
Incarnation Erased from History - Stage 4A Inhumane NMNB (feat. 4B boss)
Incarnation Erased from History - Stage 5 & 6 Inhumane NMNB (not NC)
มุมมอง 1.5K3 ปีที่แล้ว
Incarnation Erased from History - Stage 5 & 6 Inhumane NMNB (not NC)
I wish this game had an overdrive mode :(
มุมมอง 3343 ปีที่แล้ว
I wish this game had an overdrive mode :(
Mythical Mirror - Extra - NMNB(FS?) - Nitori & Momiji
มุมมอง 6713 ปีที่แล้ว
Mythical Mirror - Extra - NMNB(FS?) - Nitori & Momiji
[TAS... kinda] I played more Mythical Mirror so you don't have to
มุมมอง 8343 ปีที่แล้ว
[TAS... kinda] I played more Mythical Mirror so you don't have to
Don't play fake TD
มุมมอง 6053 ปีที่แล้ว
Don't play fake TD
Blue Devil in the Belvedere (beta v0.8.0) - Lunatic - NMNBNHNR - Sakuya
มุมมอง 1.1K3 ปีที่แล้ว
Blue Devil in the Belvedere (beta v0.8.0) - Lunatic - NMNBNHNR - Sakuya
MarisaB go brrr - Nezu edition
มุมมอง 2343 ปีที่แล้ว
MarisaB go brrr - Nezu edition
MarisaB go brrr
มุมมอง 2523 ปีที่แล้ว
MarisaB go brrr
Battle of Gs 676.0 million (WuerBC)
มุมมอง 1823 ปีที่แล้ว
Battle of Gs 676.0 million (WuerBC)
Corner cheesing 101
มุมมอง 1623 ปีที่แล้ว
Corner cheesing 101
Unfocused dodging simulator 2020
มุมมอง 3904 ปีที่แล้ว
Unfocused dodging simulator 2020
Shining Needle Pagoda or Haze Castle
มุมมอง 7934 ปีที่แล้ว
Shining Needle Pagoda or Haze Castle

ความคิดเห็น

  • @WishMakers
    @WishMakers 8 วันที่ผ่านมา

    It's always good to hear from you Perma. Glad you see the potential that many do in this game.

  • @thetacticianmusician6565
    @thetacticianmusician6565 11 วันที่ผ่านมา

    Nicely done!!

  • @vierne3349
    @vierne3349 11 วันที่ผ่านมา

    the run is also FS (Full Soup)

    • @permafrostwolf6399
      @permafrostwolf6399 11 วันที่ผ่านมา

      this kinda sucks, but it isn't... i timed out futo midboss, which counts as a spell failure despite being a timeout >_> (you have to kill the first phase for it to qualify as a capture)

    • @vierne3349
      @vierne3349 11 วันที่ผ่านมา

      @@permafrostwolf6399 true, but you don't need to go full spell to go full soup the effort you put into scoring this is Pro Gamer material that said, it may be worth asking if timeouts should be considered captures in this game timers on a lot of patterns are short enough that there's not much difference tbh, esp. if you're using a non-Reimu shot

  • @necklogo
    @necklogo 11 วันที่ผ่านมา

    Massive congrats on the Lunatic NMNB here, amazing work :) run had me on the edge of my seat. Thank you for all the feedback, I've heard most of these from others too, so it's good to hear consensus on more of the same good and bad so I know what needs work. Anything that wasn't already on my to-do list in your feature wishlist has been added :)

    • @permafrostwolf6399
      @permafrostwolf6399 11 วันที่ผ่านมา

      Oh hey, thanks for responding! I think I found a bug, btw - turning off toasts in the effect cut setting severely tanks your score, because the score bonuses you're supposed to get from yinyang kills and spirit pickups don't get awarded at all. If I rewatch stage 1 of my replay with toasts on I get 7 billion by the end of the boss. (This also means I'm probably quite mistaken regarding the scoring mechanics.)

    • @necklogo
      @necklogo 11 วันที่ผ่านมา

      Oh wow that's not good 😭thanks for finding! I was wondering why your score didn't break 10B despite the aggressive play, that checks out! Will definitely investigate this and fix it. 🙏

  • @lib6194
    @lib6194 12 วันที่ผ่านมา

    DLW the 2nd Please make the final boss be 15 minutes long

  • @ASE-PRL
    @ASE-PRL 12 วันที่ผ่านมา

    fishpogtane

  • @vanisbadatgames9265
    @vanisbadatgames9265 12 วันที่ผ่านมา

    First (real no cheats)

  • @permafrostwolf6399
    @permafrostwolf6399 12 วันที่ผ่านมา

    **Scoring mechanics** [IMPORTANT] Due to a bug in the game, turning off the "toasts" option (which displays big numbers showing score bonuses associated with enemy kills and spirit pickups whenever those happen) prevents said score bonuses from being awarded to your score. Most of my observations below were based off of this bugged score system, which means they're probably inaccurate. I'm honestly not sure which one I prefer, though; the bugged score system is a lot more demanding and scorevival-oriented and seems kinda fun to push in its own way. I learned how to score stage 1 (although I didn't bother in this winning run) so I have some idea of how a scorerun might go. All this information was found empirically so I may be slightly mistaken on some points (hopefully not). Your main source of score is from doublecaps - shooting down spells while the boss is in a charging animation doubles the spell bonus. Spell bonuses start at 500*(stage number + 1)*PIV. Your PIV is always set to 10k at the start of each stage. How do you get PIV, you ask? - Killing an enemy with a field around it: +100 per field - Killing an enemy from within its field: +100 per field you're inside (these two don't apply for the rainbow spirit familiars that spawn on boss nons) - Picking up a spirit: +100 - Destroying an on-screen spirit as a result of a combo: +500 - Getting a combo containing only blue or rainbow spirits: +10k So you want to get PIV as high as possible on the stage, then cash in on spell bonuses during the boss. With these in mind, here are some things I have mixed feelings about. 1. The game seems to be encouraging you to get as many combos as possible, and even has a nifty EIoS counter showing you how many you've gotten on the current stage, but as you can see here, that number has zero effect on your score whatsoever. Whenever possible, you want to actively pop red and green spirits with a combo to squeeze out 500 PIV each from them, because picking them up gets you nothing instead. My survival route gets more combos on stage 1 than my scoring route, and that just feels... weird? Stages in general feel designed more for combo maximisation, and they don't flow as well for scoring. 2. Certain stage chapters randomly spawn mirrored. This isn't that big of a deal in the demo since there's usually downtime between chapters, or you can route s to account for the uncertainty. But it could cause future problems if the devs aren't careful with stage design. 3. Enemy colours are not always static, making routing a pain (this issue is very prevalent on stage 1 and can influence your route execution and PIV a fair bit). 4. The timed kill system is nice in concept but a bit annoying in practice. Some of the timings feel especially bad (e.g. Byakuren's final - she charges up immediately after moving, while you're still stuck in place dodging lanes of notes and can't follow her). **Survival and pattern design** Overall comments: - I don't like how midbosses are implemented as two-phase pseudo-timeouts (you don't get the spell bonus if you don't shoot down phase 1). This is especially egregious on stage 1 because getting a quick kill on the nonspell causes extra time to be added to the timer on the spell. It just adds even more padding to an already long game. - There are some filler stage sections which I just really dislike and are super monotonous. The biggest offender is probably 1-3, which is unnecessarily long and repetitive (it's also really annoying to optimise PIV gain on that section, too). Singling out more specific patterns: - All of Byakuren's spells last 1-2 waves too long. - Byakuren LS. The bouncing star is cute and all, but it feels really jank to actually play around. Also, Byakuren really shouldn't be moving around on this card. - Futo and Nue midbosses. Seriously. Why use these start-stop bullets? They're horrible. Quite frankly if the arrows behaved like normal bullets the spell would be a lot more suited for stage 2. - In particular, for Futo midboss, it's easier to hug the side of the wall and time it out there. Watch for which way the initial wave of arrows rotate; if they go clockwise, stick to the right wall, and if they go anticlockwise, stick to the left wall. You'll want to stay low on the first and last waves. - All of Futo's nons except her first are overtuned. It's way more comfortable to time them out. - Futo's first card is static + aimed, so it's free. - Sake Tornado behaves similarly every time if you do the same things. This strat is consistent. There's no need to nerf this (other than removing the boss bonking mechanic); I think it's a great stage 2 puzzle card. - The timer on Futo's final feels strangely short. - Futo's LS really needs a nerf. The second dragon spawns from an effectively random location with very little delay, and it can easily cut you off or otherwise meme you really hard (yes, it tracks you slightly too, and it can drift sideways into you after you dodge the head, too). I've gotten quite consistent at it, but I still don't like how the spell works at a fundamental level. - 3-3 kinda sucks, especially the bit with the laser wheels coming in from the sides. This is the most safe/consistent strat I could come up with for it and I still dislike it, especially that dash to kill the first sideways rainbow enemy. - Please don't patch the strat on Nue's phase 2. - Miko's fight is synced to the music, and the opening wave of spell 5 always happens when the music comes to a climax. The timers for everything leading up to this point are dynamically adjusted to account for this. In particular, spell 4 gets significantly faster/harder after 10 seconds (it lasts 20 seconds in spell practice and it's horrible), so you'll want to time out the second non to keep its timer to the absolute minimum (12 seconds). If you do this, it's completely free. - Spell 6 honestly just sucks. Everything is a tad too dense and the mentos shouldn't linger into the laser wave. It's also easy for Miko to bonk you on her way up if you're too slow. - Please please please please please please delete like half the butterflies on spell 8. It's terrible. It's disgusting. The last wave in particular is so tight on the time limit that if you get crappy butterfly spawns you're simply going to die and there's nothing you can do about it. The only saving grace this pattern has is that the gaps are static. - Spell 9 is also somewhat overtuned in general. Also, it's very easy to accidentally time this spell out if you don't follow Miko around, and her movement is not deterministic. Maybe make her movement follow a pattern or something. (Incidentally, Marisa has a worse time killing the green/blue lanterns on this spell for some reason, contrary to what you'd expect.) - Spell 10 is really claustrophobic and desperately needs a density nerf (for a typical game's Lunatic stage 3, the first wave would be fine, but not anything after). It really made me wish that butterfly sprites were smaller, because you really have to squeeze within their sprites on the later waves. Also, you get less space for each successive spin and this makes it really easy to get bonked by Miko on the third spin.

  • @TheAverageGamer09
    @TheAverageGamer09 หลายเดือนก่อน

    GG dude!

  • @ASE-PRL
    @ASE-PRL หลายเดือนก่อน

    wow

  • @vierne3349
    @vierne3349 หลายเดือนก่อน

    You can stay retired as long as you want if it means you keep making videos like this.

  • @reiji_wada
    @reiji_wada หลายเดือนก่อน

    omagad he finally did that

  • @dma-oc1wm
    @dma-oc1wm หลายเดือนก่อน

    GG

  • @izunozomi
    @izunozomi หลายเดือนก่อน

    nice

  • @incerabbit
    @incerabbit หลายเดือนก่อน

    good job hacker gg

  • @SolAyanami
    @SolAyanami 2 หลายเดือนก่อน

    What a odd choice to have the ending and the credits in the Extra stage instead of the main game.

  • @KnakuanaRka
    @KnakuanaRka 2 หลายเดือนก่อน

    After seeing the ridiculous Absurdly Extra version of the stage so many times, finally getting to see the normal Extra actually be reasonable is quite surprising.

  • @pphackerxxl2007
    @pphackerxxl2007 3 หลายเดือนก่อน

    can you give me the download link?

  • @touentheidiot
    @touentheidiot 4 หลายเดือนก่อน

    something feels weird

  • @Zeta235-U
    @Zeta235-U 5 หลายเดือนก่อน

    1:33

  • @thetacticianmusician6565
    @thetacticianmusician6565 5 หลายเดือนก่อน

    looks cool! where's this from?

  • @toimine8930
    @toimine8930 6 หลายเดือนก่อน

    Yo Perma, what's the easiest team to LNN with? I wanna try getting LNN or at least low miss LNB

    • @permafrostwolf6399
      @permafrostwolf6399 6 หลายเดือนก่อน

      marisa imo, reimu is also viable but the homing can make stages a bit jank

  • @tukigokami
    @tukigokami 6 หลายเดือนก่อน

    this is peak, gg tho wtf why is playing a game equivalent to finishing dozens of college scripts

  • @dma-oc1wm
    @dma-oc1wm 6 หลายเดือนก่อน

    GG

  • @Iris_Descent
    @Iris_Descent 6 หลายเดือนก่อน

    they call len'en abex the real clueless central

  • @va_amias
    @va_amias 6 หลายเดือนก่อน

    > lenen > v1.10 > Absurdly Extra so this is how rough the semester's been...

  • @plazzap6499
    @plazzap6499 6 หลายเดือนก่อน

    the lenen survival run community making big strides this month

    • @permafrostwolf6399
      @permafrostwolf6399 6 หลายเดือนก่อน

      i would like to relinquish my membership to this community asap

    • @plazzap6499
      @plazzap6499 6 หลายเดือนก่อน

      in that case, the only member remaining is oscar1_41_1

    • @srn_ity
      @srn_ity 6 หลายเดือนก่อน

      @@plazzap6499oscar is more of a scoreplayer lol

    • @permafrostwolf6399
      @permafrostwolf6399 6 หลายเดือนก่อน

      @@plazzap6499SO TRUE it's literally just two of us (plus ince as honorary member)

    • @thetacticianmusician6565
      @thetacticianmusician6565 6 หลายเดือนก่อน

      @@srn_ity the len'en survival-to-scoring pipeline

  • @haniyasukookina
    @haniyasukookina 6 หลายเดือนก่อน

    Literally superplayer Also is that Chinese patch, 酷 Also damn 1 live only worth 10M?

    • @permafrostwolf6399
      @permafrostwolf6399 6 หลายเดือนก่อน

      lol yeah i got this copy of v1.10 from RIRI years ago before they put a link to the mirror on the wiki

  • @vierne3349
    @vierne3349 6 หลายเดือนก่อน

    Well played! This boss is an abomination and watching it get cheesed is what justice looks like. My condolences about the thesis.

  • @lib6194
    @lib6194 6 หลายเดือนก่อน

    You aren't Chinese?

    • @lib6194
      @lib6194 6 หลายเดือนก่อน

      Also RMI AbEXNMNB when

    • @haniyasukookina
      @haniyasukookina 6 หลายเดือนก่อน

      He's from Singapore iirc

  • @incerabbit
    @incerabbit 6 หลายเดือนก่อน

    ok super

  • @permafrostwolf6399
    @permafrostwolf6399 6 หลายเดือนก่อน

    To this day, scientists (i.e. me) are still unsure about the mechanics of Clause's gravity wells. I can tell you for sure that gravity doesn't work the way JynX thinks it does. The bullets have a strong tendency to rotate anticlockwise within the gravity well, regardless of where or what direction they entered from... except when they don't, and rotate clockwise instead. It just doesn't make sense and makes things even more unpredictable than they already are. Pre-mid: There is literally nothing to say about this. Mid1: Due to the aforementioned gravity well behaviour, the bottom left is usually safe... until it isn't. Keep a flashbomb in case weird situations arise. How long this spell lasts depends heavily on how much Clause sticks to the opposite side of the screen. Mid2: Micro in the bottom-left and flashbomb if things get weird. This takes quite a bit of getting used to. Mid3: Notice how some bullets on my right curve away from me, even though that's not how gravity is supposed to work? We can take advantage of this. The idea here is to "stream" rightwards by staying just ahead of a bullet lane, then cutting back left when the pattern permits. You will have to deal with stray bullets curving left towards you, but at least it's not all of them (like you'd expect). Don't bottomhug; if you get a weird formation you will need some space to back down. Post-mid: Immediately after the midboss, start near the lives on the top right and start moving down focused until you hit "Power", then head left. Rush left once the second wave spawns. For the third wave, you can use the shrine road in the background as a marker for your horizontal position to avoid running into the fairies - you should be directly above where the right edge meets the bottom of the screen. Non1: Keep an eye out from ninja bullets coming out from the bottom of the screen, usually moving left at a shallow angle (see 3:53 - I got really lucky here). If possible, stay a bit higher to avoid being surprised. Sp1: The idea is to flashbomb to cross the invisible section while switching circles, but things almost never work out like they're supposed to. You can get bad wall spawns and either be unable to recharge your flashbomb in time for the next wave (like in this run), or the walls can get in your way and prevent you from following the circle. Luckily the spell is fairly sparse and you can look up and try to memorise what's coming, so you can usually still get away with it even when everything goes wrong. Non2: - Sp2: Score strat. For the starting position, align the middle-right of Yabusame's head with Tsurubami's left foot. If you're entering without a full flashbomb gauge, spam X once you're in position. You'll get a flashbomb in time before the amulets reach you (yes, even if you started with an empty gauge). Non3: Slightly spooky, especially when the bubbles spawn really low on screen. Sp3: The elongated bullet that shoots out when bubbles teleport is fast enough (only on AbEx) that proper positioning allows their hitbox to skip past you entirely. For the initial position, start slightly up-right of the Tsurubami's stick thing - the blue(?) part of the grazebox should be just touching its tip. For the flashbomb timing, start counting firing noises once the bubbles teleport; flashbomb and move up on the 7th noise. To finish the spell, stay just below (NOT on) Tsurubami's feet. Non4: Same as non 1. Sp4: The waves are the same every time, so just do what I do. I did the first wave in this weird way to graze out a flashbomb in preparation for non 5. It's a bit difficult to judge when exactly the bullets start moving, so just start tapping up slowly when you think they are about to. Non5: Pretty nasty and has a tendency to box you in. The bullet type makes it quite hard to read, too. Use a flashbomb if necessary. Sp5: The black bullets are a non-issue because your shot reveals them even when the background is black. When the background is white, you can still kinda see the white bullets if they pass over a black bullet. It's generally a good idea to look up and memorise the white bullet locations before they become too hard to see. Non6: - Sp6: Static. The starting position is on Tsurubami's feet. Rotating in a gap that's further out makes it easier and less precise, but it's a bit hard to recognise the pattern and get into the right spot when the spell first starts up. Non7: - Sp7: Again, align the middle-right of Yabu's head with Tsurubami's left foot, then tap left until you're also grazing the other bullet wave. Now spam flashbombs to win. Non8: A few pointers: 1. As much as possible, you want to go around the BoWaP when it coalesces, instead of trying to make the tight squeeze like I did at 8:19. 2. Sometimes Tsurubami starts doing the BoWaP while hugging the opposite side of the screen and you'll have to dodge it at an angle. This is a bit spooky. 3. You will always get your flashbomb back from the aimed phase, so don't be afraid to use them for safety. You might want to save one for the next spell though. Sp8: Use your flashbombs to get past tough formations instead of wasting time trying to squeeze through them slowly. Otherwise, the laser might catch up to you - Yabusame's flashbomb isn't very good for going through the laser as a last ditch effort. Other than that, this is pretty straightforward. Sp9: Straightforward and routable for the most part. You need to be in the corner of the square on the last phase or you won't get enough graze to chain flashbombs - I was already barely getting them off in time. Don't rush to get into position or you might bump into the wall instead. Be a bit conservative with your vertical position - notice how the bottom wall fluctuates up and down somewhat randomly. If you're too close, it might jank its way upwards and kill you. (I lost a run to this once.) Sp10: Super easy all things considered, but quite scary on pace because you don't know if you can trust your eyes. Keep an eye out for black bullets when you hear the boss explosion start, because they will be pretty much invisible during the slowdown, and you CAN still get hit.

  • @jadebayoba7073
    @jadebayoba7073 7 หลายเดือนก่อน

    2:10 why stale it out? It literally gives you less points for that

  • @gnolfo
    @gnolfo 7 หลายเดือนก่อน

    What outsiders see when they look at Touhou: 0:30

  • @loafofchihuahua
    @loafofchihuahua 8 หลายเดือนก่อน

    No way...

  • @fubar91a5b
    @fubar91a5b 10 หลายเดือนก่อน

    is this ver. 1.00a?

  • @windyryady6367
    @windyryady6367 10 หลายเดือนก่อน

    The Tenkai fight ending at the last part of Present World Overhaul....

  • @mavi3348
    @mavi3348 10 หลายเดือนก่อน

    Azathoth, ruler of the outer Gods, symbol of primordial chaos, the most hideous eldritch abomination... is a fuckin fat furry. Truly ironic

  • @LushieTilde
    @LushieTilde 11 หลายเดือนก่อน

    Shou's Pagoda or Shining Needle Castle

  • @loafofchihuahua
    @loafofchihuahua 11 หลายเดือนก่อน

    I can't imagine how many hours this video must've taken...

  • @loafofchihuahua
    @loafofchihuahua ปีที่แล้ว

    Thank god this game is more balanced than Mystical Power Plant

  • @loafofchihuahua
    @loafofchihuahua ปีที่แล้ว

    Finally, some creative Megumu nonspells

  • @dma-oc1wm
    @dma-oc1wm ปีที่แล้ว

    0:56

  • @va_amias
    @va_amias ปีที่แล้ว

    best pattern in SoHW tbh just because it makes for a good video

  • @vierne3349
    @vierne3349 ปีที่แล้ว

    finally, some good enemy spam stages

  • @tukigokami
    @tukigokami ปีที่แล้ว

    æ megumu 2nd non

  • @Iris_Descent
    @Iris_Descent ปีที่แล้ว

    bruh why does the stage look 10x easier with marisa than with sakuya i hate it here

  • @Eredom
    @Eredom ปีที่แล้ว

    "Spell 11 is a war crime" LOL

  • @CreepyNinja
    @CreepyNinja ปีที่แล้ว

    "ok but creepy has 1/1 on it" - oh dear, they really say that? 😂 Truth be told, that one single cap was unexpected, good RNG blessing nothing more. Because yes, this spellcard is really... "interesting" :V

  • @unovi8141
    @unovi8141 ปีที่แล้ว

    This.... oh this looks horrendous