Touhou 20: Fossilized Wonders - Lunatic 1cc (Demo, Marisa-Green2)

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Published on ● Video Link: https://www.youtube.com/watch?v=QRpLPFcX06Y



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Bruh what is going on, this game is actually really hard. Gonna just haphazardly dump all my thoughts.

Basic mechanics from what I understand, but could be wrong about:

You can load 4 stones: Main Story, Wide Shot, Narrow Shot, Assist

Main Story affects the plot and your hyper.

Wide Shot affects your unfocused shot.

Narrow Shot affects your focused shot.

Assist is a passive effect.

You can use any stone as a Main Story stone to start with, and finishing a run unlocks that stone to be used in one of the 3 other slots.

If you don't have any stones unlocked for the 3 slots, there's a default stone that simply copies the effect of your Main Story stone to that slot, with a weaker effect.

Vertical gauge summons a "Wonder Stone" enemy when full, different colours shoot different patterns. They can appear even during a boss. They get stronger the more times they are summoned.

Horizontal gauge automatically activates a hyper, effect varies based on your Main Story stone. Getting hit with a hyper active cancels the hyper but saves your life.

You can fill both gauges by shooting enemies and grazing bullets, which generate little gem items that you can pick up.

Only 2 default bombs per life.

There is a secret bomb drop on the final big fairy in Stage 3, if you kill it without dying or bombing.

You also barely get any resources, each boss drops a life piece when defeated and you get occasional life and bomb piece drops from Wonder Stones, but they are either quite rare or on a cycle where they only drop them after you summon a certain number of them.

Chose Marisa-Green2 and used the default stones to copy Green2's effect to the unfocused and focused shot. For Marisa, this gives her Sanae's explosive frogs which are really helpful since enemy management during stages is really important here. For the assist, I used the moon stone which gives my options a passive effect of sometimes cancelling bullets that touch them. This trivialises Nareko's 2nd spell, which is very dense otherwise.

This is a pretty straightforward build I think, people are already finding more efficient ones that can hyper chain really well or might be better for damage.

Other problem patterns:
Stage 1 midboss can have stage enemies start spawning in if you don't kill it fast enough, pretty sure this is a bug.

Ubame's 2nd nonspell when the waves overlap.

Chimi's 2nd nonspell is ridiculous. Her other nons are also pretty rough.

Nareko's nonspells all leave a lot of lingering bullets on screen, bad combination with restrictive lasers.

Nareko spell 1, I have no idea how to make sense of it

Demo is very crash-prone, I've had a crash when transitioning from stage 1 to 2, and several crashes on Nareko.

The Wonder Stones are ass. Very tanky and can easily screw you over with additional bullets during a boss pattern.

Stage design is pretty fun and involved, but enemies are quite tanky once again. Makes a lot of difference whether you have a stone combination that lets you handle them easily or not since a lot of enemies just keep shooting even after they reach the bottom of the screen.

Love the music and characters, promising demo.




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