6:30 OH MY GOSH whenever a boss enters the field they give us a brief second of invincibility so we don't die to their entrance.. this game is peak....
@@-butterfly-594 oh! actually aside from the knockback shield, your character _does_ get her own invulnerability period! whenever you're inv, a timer appears above you indicating how long until you're vulnerable again. this is most common after getting a spirit combo. but that timer also showed up as futo was entering the screen! though it is redundant given that futo can't hurt you anyway, I think they just added that in as a failsafe!
Futo's new fandom move is to smack people out of the way. Little does she know this viewed as a kind gesture as opposed to the others that brutally Pichuun the players.
WOW you weren't kidding. This game is absolutely top-notch in just about every aspect. And that Miko battle was firing on all cylinders. Can't wait to see the full game!!!
the production value is incredibly good, however I honestly think the visuals are TOO flashy. I'm having a hard time keeping track of everything going on on the screen. Are there any accessibility settings to tone down the visuals? cuz this is definitely not epilepsy/sensory friendly.
The patterns are out of this world, instantly memorable, would be enough to make me fall in love. But the tiny details are where the game shines even brighter The mentioned BGM syncing, The "american animation" faces. The "Last Spell Card!! *wink*" ...pure genius
Yeah giving Touhou characters white women facial structure unironically is a very sucessful bold move. Makes them far more striking than the anime style.
I played this after randomly stumbling upon Byakuren's track on youtube without looking anything up and was absolutely blown away. The stages are fun and the spells are amazing. The entirety of Miko is just so hype be it the way the background tilts every now and then after spells to the actual spells themselves, it really keeps the energy up, it's fantastic! Not to mention how the music (Music is also so good like god damn) syncs it's actually insane. I don't know how they did it, it feels like black magic lol. The meat of the game is extremely promising for sure in the gameplay, music and art (it's all just gorgeous, look at those silly cute little sprites and the actual portraits it's so good) departments, but can I just say how much I like the UI and menus? It's something that doesn't really get all that much love in this videogame genre since it's not all that integral to the game being good but when it's done like this I just can't help but be amazed. The animated background in the main menu, the way the pattern changes in the difficulty select, the icons on the top left corner during a boss, the way stage numbers and titles are actual pieces in the stage background and not just splash screens and the sfx for when the characters are speaking, etc. Not to mention the Progress Report at the end of the stages, I love that. I love all of that. This kind of production quality is so hard to come by its crazy what they're doing with this game. Game is filled with all these little things that give it such life beyond simply being a very fun game to play. It's definitely poised to become one of the best shmup fangames. I'm really, really looking forward to the full release!! Oh, and there is an actual settings menu with more than a single quality option and sound/music sliders, can you believe that????? Please, more games need to do that
When you see a long list of playtesters, that's when you know you're most likely playing a game of high quality and care, _and boy does it show in this game!_ Danmakufu has definitely come a long way in recent years, eh! Can't wait to see how the full release develops! 🤩
I just noticed that all of Miko's spell portraits show you which Desire you're about to face! The circled kanji next to her shows 一二三四五六七八九 until you face her Last Spell: 十, the Tenth Desire. Small detail but it's so fucking cool.
@@explosivemodesonicmauricet1597 Sadly, it was as I feared Major input lag issues with Danmakufu Exclusive fullscreen fixes it, but in exchange, absolutely garbage framerate even at lowest graphics
@@explosivemodesonicmauricet1597 Did some stuff, the FPS is better Still doesn't sync right though, there are major lag spikes on the Vibe spell so the moment is kind of off-sync I'm using a Huawei laptop for info
I'm not an active fan of Touhou, but that doesn't prevent me from appreciating how awesome this looks! I really hope this ends up getting finished eventually.
for a game that was made in danmakufu engine this is literally pushing the engine's to its limit and i would love to see how the full game would look like
@@FROZENbender No, it's made in a heavily modified offshoot of Danmakufu ph3. The creator with the help of some c++ consultants made a bunch of engine-level additions and changes to support the game's physics calculations, to name just one thing
I haven't played the game myself but reading through your description and seeing how highly you praise it along with the super nice explanations is a treat haha, can't wait to see how the full game pans out!
Wait, did Miko just bust out _ten spell cards_ That's the standard for an *_Extra stage_* boss, isn't it? What is a third stage boss doing with that kind of power?
Well, extra bosses also have 10 nonspells on top (or 9, Idk) while Miko has three nonspells, it might still be too much for a stage 3 boss, but ig they wanted to do the 10 desires thing with her, or just make a banger of a fight as the last of the demo lol
Miko as a stage 6 boss has 11 phases (nons+spells) Miko as a stage 3 boss has 13 phases in total. Even though she only has 3 nons, Miko's bossfight in this stage is still far longer (and arguably harder) than her appearance as a final boss.
I think the developer said in some Discord servers that they designed her fight entirely around the music, and the track happened to be quite long. So they just made a ton of patterns to match that. I personally love it, even if it's definitely a bit extreme. The music sync after her first timeout, where the climax hits right as she shoots a massive wave of glowy bullets, is just so satisfying.
I was 99% sure it's an excuse to pull off the 10 desires thing haha. Personally fine with that, especially since the game allows you to save after every stage so you don't have to do the whole game in one sitting (which I think is exactly the kind of feature shmups need to be more appealing to the greater audience to be honest. Not having to sit down and commit to a run for a whole 20-40 minutes is great)
Holy shit, this fangame is STUNNING, looks fucking amazing. The only gripe I have is that the combo/point text indicators are too big and distracting (and they could choose another font tbh), but besides that, everything else is perfect graphics-wise, the UI looks good, the characters look fantastic, the animations are fluid... what a masterpiece
Боже, как же это ахуенно, я просто в восторге от качества, концептуальной точности и грамотности, а так же привнесенной новизне. Такому проекту не обязательно даже выходить в декорациях тохо, он прекрасно выглядит и как самостоятельный продукт. Держу кулачки за разрабов!
Futo's design is not for me personally, but those COLORS. ON GOD I LOVE THEM Edit: Miko wouldn't look too out of place from FGO Yet another edit: This has to rank highly as my favorite remix of Miko's theme... but at the same time... fucking *Vibe Checker*. This really is a Western fangame.
I also just noticed that the life, spell, and rainbow tokens during a non/spell show you what tokens you're eligible for. The life and spell ones are pretty straightforward, only lighting up if you haven't died/used a spell during the attack, but the cool thing I noticed is the way the rainbow token only light up when the enemy is charging up. Granted it's not helpful during actual gameplay when your eyes are too busy elsewhere, but still neat nonetheless
Man this game is flashy AF! Maybe too flashy as I had to turn down all the effects and saturation just to make it bareable for me lol But great playthrough. The patterns are very fun and challenging.
You are! And the settings in this game is very extensive. It even lets you set the intensity of the audio panning, just to show how much option the devs give you.
You know, the shottype criticism is something I feel too, and it's something that's happened to me in the newer Touhou games and Hollow Songs of Birds, I personally really don't like the shottypes of Hollow Songs of Birds but I really like the rest of the game, I don't think it's as bad here as it is in them but they could really use a glow-up for sure
I like to think Jaimers is doing it to give people the chance to pause and read the dialogue. I've noticed him holding off from skipping in other games where the skip button is the same as the original Touhou games
Hello ! Lead Artist from the game here, we sadly can't give a dte or estimate since a lot of us in the team are working on and off but you can expect an update to the demo in the upcoming months :)
Musics okay, visuals are definitely putting in the effort but need to work on their saturation of colour and general visiblity, sfx need WORK WORK like damn it was either unremarkable or actually irritating and the gameplay mechanics seem.....rich? Sure yeah rich. Overall it seems alright, I think it's a decent impression for a demo and I'm interested what the final release might look like. Good shit as usual Jaimers
6:30 OH MY GOSH whenever a boss enters the field they give us a brief second of invincibility so we don't die to their entrance.. this game is peak....
Actually, the bosses always have that! You can't actually die by touching bosses, you just get knocked back.
@@-butterfly-594 that's what I was talking about thoo
@@-butterfly-594 oh! actually aside from the knockback shield, your character _does_ get her own invulnerability period! whenever you're inv, a timer appears above you indicating how long until you're vulnerable again. this is most common after getting a spirit combo. but that timer also showed up as futo was entering the screen! though it is redundant given that futo can't hurt you anyway, I think they just added that in as a failsafe!
Futo's new fandom move is to smack people out of the way.
Little does she know this viewed as a kind gesture as opposed to the others that brutally Pichuun the players.
16:00 peak synchronization holy... that's beautiful
WOW you weren't kidding. This game is absolutely top-notch in just about every aspect. And that Miko battle was firing on all cylinders. Can't wait to see the full game!!!
the production value is incredibly good, however I honestly think the visuals are TOO flashy. I'm having a hard time keeping track of everything going on on the screen. Are there any accessibility settings to tone down the visuals? cuz this is definitely not epilepsy/sensory friendly.
You can, in fact, reduce basically everything in the game down to plain bullets on a black background with no particles. Cheers
@@Taizen_Chisou QOL right there. Thanks for sharing.
@@Taizen_Chisou the Junko filter!
The patterns are out of this world, instantly memorable, would be enough to make me fall in love.
But the tiny details are where the game shines even brighter
The mentioned BGM syncing,
The "american animation" faces.
The "Last Spell Card!! *wink*"
...pure genius
Agree, these patterns are gorgeous! I found some of the effects and backgrounds a little distracting, but everything else just appears top notch.
Yeah giving Touhou characters white women facial structure unironically is a very sucessful bold move. Makes them far more striking than the anime style.
I played this after randomly stumbling upon Byakuren's track on youtube without looking anything up and was absolutely blown away. The stages are fun and the spells are amazing. The entirety of Miko is just so hype be it the way the background tilts every now and then after spells to the actual spells themselves, it really keeps the energy up, it's fantastic! Not to mention how the music (Music is also so good like god damn) syncs it's actually insane. I don't know how they did it, it feels like black magic lol.
The meat of the game is extremely promising for sure in the gameplay, music and art (it's all just gorgeous, look at those silly cute little sprites and the actual portraits it's so good) departments, but can I just say how much I like the UI and menus? It's something that doesn't really get all that much love in this videogame genre since it's not all that integral to the game being good but when it's done like this I just can't help but be amazed. The animated background in the main menu, the way the pattern changes in the difficulty select, the icons on the top left corner during a boss, the way stage numbers and titles are actual pieces in the stage background and not just splash screens and the sfx for when the characters are speaking, etc. Not to mention the Progress Report at the end of the stages, I love that. I love all of that. This kind of production quality is so hard to come by its crazy what they're doing with this game. Game is filled with all these little things that give it such life beyond simply being a very fun game to play. It's definitely poised to become one of the best shmup fangames. I'm really, really looking forward to the full release!!
Oh, and there is an actual settings menu with more than a single quality option and sound/music sliders, can you believe that????? Please, more games need to do that
> the way the pattern changes in the difficulty select
No way, that's just over the top quality.
When you see a long list of playtesters, that's when you know you're most likely playing a game of high quality and care, _and boy does it show in this game!_ Danmakufu has definitely come a long way in recent years, eh! Can't wait to see how the full release develops! 🤩
I just noticed that all of Miko's spell portraits show you which Desire you're about to face! The circled kanji next to her shows 一二三四五六七八九 until you face her Last Spell: 十, the Tenth Desire. Small detail but it's so fucking cool.
Ii, ryan, san, suu, uu, ro, chii, paa, kyu...
Futo would never have drip
6:32 **spits cereal**
The UI work alone left me speechless, this is GOOD.
i was NOT expecting these glow-ups.
THIS IS MADE IN *_DANMAFUKU??????_*
fangame devs are on another level, i swear
Impressive, but that also worries me
Danmakufu's input lag is a mhor problem to me so... hopefully that's fixed
@@akenohononiku916 Seems like this DF is an updated version
@@explosivemodesonicmauricet1597 Sadly, it was as I feared
Major input lag issues with Danmakufu
Exclusive fullscreen fixes it, but in exchange, absolutely garbage framerate even at lowest graphics
@@akenohononiku916 My potato ASUS TUF can run it 60-59 FPS with relative ease in music syncing when charging and put into Turbo mode.
@@explosivemodesonicmauricet1597 Did some stuff, the FPS is better
Still doesn't sync right though, there are major lag spikes on the Vibe spell so the moment is kind of off-sync
I'm using a Huawei laptop for info
Been waiting for this demo to drop for a hot minute. The soup has been in the kitchen, but good food takes time!!!
This is probably the trippiest Touhou fangame I’ve seen and I LOVE IT
That was INCREDIBLE!!! Really, everything about this fan-game is beautiful
The highlight of this game is 100% the Futo redesign, girl looks IMPECCABLE
20 minutes for 3 stages is insanity, cannot wait to see how the full game will be
also lowkey thought nue was nobu from fgo for a sec lol
I'm not an active fan of Touhou, but that doesn't prevent me from appreciating how awesome this looks! I really hope this ends up getting finished eventually.
BRO the Miko glowup and spellcards?
Miko is trying hard to be Extra :D
for a game that was made in danmakufu engine
this is literally pushing the engine's to its limit
and i would love to see how the full game would look like
I don't think it's danmakufu. this looks like LuaSTG
@@FROZENbender No, it's made in a heavily modified offshoot of Danmakufu ph3. The creator with the help of some c++ consultants made a bunch of engine-level additions and changes to support the game's physics calculations, to name just one thing
@@Taizen_Chisou So the dev team did what NRS did with UE3 for their games until MK11, that's impressive not gonna lie.
I haven't played the game myself but reading through your description and seeing how highly you praise it along with the super nice explanations is a treat haha, can't wait to see how the full game pans out!
Futo with the inmaculate drip wtf
Wait, did Miko just bust out _ten spell cards_
That's the standard for an *_Extra stage_* boss, isn't it?
What is a third stage boss doing with that kind of power?
Well, extra bosses also have 10 nonspells on top (or 9, Idk) while Miko has three nonspells, it might still be too much for a stage 3 boss, but ig they wanted to do the 10 desires thing with her, or just make a banger of a fight as the last of the demo lol
Miko as a stage 6 boss has 11 phases (nons+spells)
Miko as a stage 3 boss has 13 phases in total.
Even though she only has 3 nons, Miko's bossfight in this stage is still far longer (and arguably harder) than her appearance as a final boss.
I think the developer said in some Discord servers that they designed her fight entirely around the music, and the track happened to be quite long. So they just made a ton of patterns to match that.
I personally love it, even if it's definitely a bit extreme. The music sync after her first timeout, where the climax hits right as she shoots a massive wave of glowy bullets, is just so satisfying.
I was 99% sure it's an excuse to pull off the 10 desires thing haha. Personally fine with that, especially since the game allows you to save after every stage so you don't have to do the whole game in one sitting (which I think is exactly the kind of feature shmups need to be more appealing to the greater audience to be honest. Not having to sit down and commit to a run for a whole 20-40 minutes is great)
@@Spedy_con_Lag Extra bosses normally have 8 nonspells. They're basically two final bosses stacked on top of each other.
holy kino just dropped
The character redesigns give me La-Mulana 2 vibes.
I'm drooling over these visuals
This game answers the question of “What if a Touhou game had a AA or even a AAA budget?”
Holy shit, this fangame is STUNNING, looks fucking amazing. The only gripe I have is that the combo/point text indicators are too big and distracting (and they could choose another font tbh), but besides that, everything else is perfect graphics-wise, the UI looks good, the characters look fantastic, the animations are fluid... what a masterpiece
Such a marvelous game, and excuse me "running into bosses makes them push you back"? I'm SOLD
This is one of the most stylish games I've ever seen.
Боже, как же это ахуенно, я просто в восторге от качества, концептуальной точности и грамотности, а так же привнесенной новизне. Такому проекту не обязательно даже выходить в декорациях тохо, он прекрасно выглядит и как самостоятельный продукт. Держу кулачки за разрабов!
Futo's design is not for me personally, but those COLORS. ON GOD I LOVE THEM
Edit: Miko wouldn't look too out of place from FGO
Yet another edit: This has to rank highly as my favorite remix of Miko's theme... but at the same time... fucking *Vibe Checker*. This really is a Western fangame.
I also just noticed that the life, spell, and rainbow tokens during a non/spell show you what tokens you're eligible for. The life and spell ones are pretty straightforward, only lighting up if you haven't died/used a spell during the attack, but the cool thing I noticed is the way the rainbow token only light up when the enemy is charging up. Granted it's not helpful during actual gameplay when your eyes are too busy elsewhere, but still neat nonetheless
OH- and the spell bonus value turning blue and getting its "Nicely Timed!!" multiplier applied whenever the rainbow token is lit up!!
Man this game is flashy AF! Maybe too flashy as I had to turn down all the effects and saturation just to make it bareable for me lol
But great playthrough. The patterns are very fun and challenging.
Great job as always Jaimers91. If I may ask, could you do a full playthrough of every touhou game ever, Battle Garegga, and all Crimzon Clover games?
this is AMAZING WHAT THE HELL
So those items can cancel out bullets and some of the bullet patterns shows a path before it shoots off so you can dodge it.
I just hope you are allowed to lower the volume of the sound effects because they are overpowering
You are! And the settings in this game is very extensive. It even lets you set the intensity of the audio panning, just to show how much option the devs give you.
ooh the final boss of this thing is gonna be a nightmare
So this is what happens when Reimu gets money. I hope the developer release this game on as many platforms as they can.
Oh wow Im usually not too into Touhou but this looks incredibly good
Looks quite promising, and small details show so much character!
By the way, do you receive play requests?
Bro why does futo look like a subway surfers character-
Because Lunatic isnt enough anymore
We have Ultra Modo now
Good luck xD
Hmm Fascinating looks like it will be quite interesting…. Just wondering but, are there going to be anymore Playable Characters? Just wondering?
You know, the shottype criticism is something I feel too, and it's something that's happened to me in the newer Touhou games and Hollow Songs of Birds, I personally really don't like the shottypes of Hollow Songs of Birds but I really like the rest of the game, I don't think it's as bad here as it is in them but they could really use a glow-up for sure
Seriously, the production value of this fangame is ridiculous. My only complaint is that the sound design is a little tame for a game like this.
Honestly my only problem with this fangame is the faces, but I suppose every Touhou game will suffer that ;_;
lnb and yet didnt figure out the focus button was to skip text
I like to think Jaimers is doing it to give people the chance to pause and read the dialogue. I've noticed him holding off from skipping in other games where the skip button is the same as the original Touhou games
Wanted to give people an idea of the dialogue without outright skipping it yeah lol
that makes sense, since you were spamming the shoot key i just assumed you didnt know how to skip it lol
Oh. So there's finally a new fangame? There's no new interesting one posted in this recent year
pretty game.
any idea on when the full thing might release?
Hello ! Lead Artist from the game here, we sadly can't give a dte or estimate since a lot of us in the team are working on and off but you can expect an update to the demo in the upcoming months :)
@@luoqiangwei game looks promising so far, good luck to you guys
this demo is longer than some shmups i've played lol
>45 minutes to an hour long
Holy
Holy
Violet Detector vibes
Musics okay, visuals are definitely putting in the effort but need to work on their saturation of colour and general visiblity, sfx need WORK WORK like damn it was either unremarkable or actually irritating and the gameplay mechanics seem.....rich? Sure yeah rich. Overall it seems alright, I think it's a decent impression for a demo and I'm interested what the final release might look like. Good shit as usual Jaimers
"how can i be different today" 🤡