i like the philosophy of the design this time around . straightforward cards that are full of tough dodges and few gimmicks . i feel like he did that to have the cards be interesting with a variety of really different builds . hopefully things get tuned up a bit without killing the difficulty , which im actually finding kind of refreshing after 17’s stage 5 and 16’s screen clear mechanic ..... also hoping for a passive that rewards grazing in the full version ! that’d be cool !
It's still a bit difficult and it's actually kinda hard to make a deck when you are not a very good player. I hope the deck building gimmick would not be lost on new players. (or old players that are bad like me.. )
blew my mind when i checked the cards screen and found out there were 51 cards. i'm sure that number would feel much less amazing after playing a few times but i still really like this amount of replayability in a touhou game. sans the shop glitch and super punishing power loss, this might be the best touhou game in a while personally 😳😳
I really want to say it's a Library of Ruina, but I'm not familiar with other card games so I'm afraid to slip up-- Edit: Now I understand that it's a reference to Yu-Gi-Oh and I understand why Exodia, well, Exodia--
Fighting game invite Tenkyu's ability to invite you to a fighting game lobby Hey, you got the ability to play with the goddess of markets! Apparently, Tenkyu is good at fighting games, especially platform fighters. Let's see if you can kick her butt ;)
So robbing money for shopping is a thing now, law is not a thing in gensokyo it seems I like the patterns so far, they look more challenging than the previous game and how the cards will play during the stages looks interesting Fun fact: same cards were drawn by ZUN's wife, that's pretty cute
Mmm those attack designs for Stage 3's boss look really nice but also fairly difficult. Not so sure about the sheer amount of angular velocity in Stage 2's boss - with that level of curve, it's definitely reminding me of a certain Stage 5 duo boss...
It would make sense because she's a yamawaro (mountain kappa) her nonspell would be designed like "leaves twirling around", also her final spell is called Leaf Skill "Leaf Spiral" ;3
I have realized a trend of the touhou games difficulty from touhou 10, the difficulty cycles every 3 games. The first one, touhou 10 is really easy, 11 is harder and 12 is total nightmare. Same goes for 13-15. 16 is easy and 17 is a bit harder, so I believe this game will be of UFO/ LoLK difficulty.
I'm like 90% sure I read somewhere (probably a tweet) that ZUN purposefully tuned the difficulty for the demo so it would be harder, so I imagine that the lack of power items is due to that, because it is definitely too brutal as it is.
Well, it's nice to enter a fandom and not have it immediately explode or go mostly dormant. Maybe I'll pick this up after I finish HSiFS on normal mode. I kind of wish I'd found touhou a few years ago, but better late than never. And anyway, I might not have been ready for it back then.
Havent played it yet but just from reading through it the entire shop and card stuff seems incredibly dense, to the point where it might aswell be part of the base touhou gameplay loop from this point forward. Universes lie between the entire shop/card stuff and what we are used from 2hu gimmicks (5 seconds of funny ghost time on death etc.) Certainly wouldnt complain if ZUN sticks with this stuff since it adds so much replayability.
@PSYCHICFIRE Less about the cards themselves and more about the system, really. Cards, CDs, stones, whatever. Having this gameplay progression system/ability system that's strangely in-depth and then going back to some one-dimensional gimmick would feel very strange.
Thank you Jaimers for the amazing upload, I come to you every for every Touhou demo and complete releases since Ten Desires to watch your epic Lunatic 1cc gameplays.
Honestly this is the game I've had the most fun with since UFO. Of course I enjoy all the games to some degree (TD almost strays into boringly unfun but Kyouko, 4th stage, 5th stage, and Miko save it imo) but I've been having a really good time with this trial and have high hopes for the final game. Only 11 days left at the time I wrote this. I do enjoy trying to no card this (though I only play on normal) and can consistently get either 1MNB or NM1B, usually against the tanky fairies in stage three rather than any boss, though. Attempting to do it on hard will probably be disastrous before I learn whatever routes I wanna do.
I hope in the full version we can get more power Even if I think ZUN have maked the game like this because we can buy cards with power, that too hard if we die to get power again Also I hate the 2nd boss non spell, but other pattern are cool And the OST is top
Good news: the "shoplifting" glitch in 0.01 seems to have been fixed in 0.02. No more of that nonsense, as fun as it was abusing like 100 hammers in a run.
Guys I don't get why are you so fascinated with this skill level. It's literally Jaimers - the best Touhou player still active with over 13 years of experience.
This game has good things going forward, but as someone who converted to arcade I must critique the scoring system, it's true the community focuses on survival but I still consider it a point of concern. The Touhou games always had very simple scoring systems, but this one has it even worse, the objective of Touhou scoring is to graze to get both score and multiplier, other things give score but that is is backbone. However, in this game, there is no visible multiplier, idk if there's even multiplier at all, there's also no grazing counter, which is basically like a secondary score, even worse GRAZING DOESN'T EVEN GIVE SCORE, although not being considered the highest tier of shmups, Touhou contributed to shmup design by both the spell card system and grazing, but it feels like the later is losing its role.
As far as I have heard, there is a hidden PIV (point item value) counter which is connected to the amount of the money (yellow) items collected. I do have to agree that the absence of the graze counter and its scoring function does feel very unusual and will take time to get used to.
@@tanjimmy125 Good to hear that, heals the wound slightly, but the worst part is that it feels like Zun got out of his way to remove the graze mechanics, whether he uses a template or engine made for his Touhou games it feels like it's already coded to give 10 multi per 10 grazes, maybe there's variation but I think that's how it is most of the time, he would have to manually remove that, it's like taking the best part of a story because it was getting old (when it really wasn't) without making a proper replacement.
@Morshu Morichika Mountain of Faith also has at least a PIV system that relies on other factors like cancels that require additional skill and put more variance in a run. And last I checked, unless you like heavy micro-optimization like MoF players do nowadays (they've nearly hit the score ceiling) then that game isn't particularly good either. I think this game's scoring has potential (once the pause glitch gets patched) but it's becoming abundantly clear that scoring does not seem to be most new Touhou games' forte if you like a more traditional scoring system
@Morshu Morichika And it was the first game where the score reached its limit quite fast. Are you happy with that? Compare it to EOSD, PCB, IN...those games are still a challenge for pros. How many years did it take to break 600m, then 700m in EOSD? 4b in PCB? 6b in IN? (7b is still waiting for the hero). All those games let people show their pure skill in dodging to get a score that corresponds the effort.
* Stage 1 Boss Lucky Charm of Prosperous Business Mike Goutokuji Species: Maneki-neko Ability: Capable of beckoning in money or customers The maneki-neko of Goutoku-ji temple are ordinarily white cats. She, however, was born a calico cat, and it seems that she struggled quite a bit due to her appearance. At times, she was shunned as a poor imitation, and at other times, those around her tried to dye her fur. But because she spat back at them that there was nothing wrong with being calico, she was ultimately cast out from the group, and was unable to partake in her maneki-neko training. Perhaps because of this, her ability as a maneki-neko developed imperfectly. Maneki-neko are meant to beckon money and customers, but in her case, beckoning one of the two will end up driving away the other. By that point, she was worthless to place in a shop. And of course, none were likely to claim her. She thought of this as a stroke of good luck, if anything, and abandoned maneki-neko society feeling wholly refreshed. And thus, she set out to live a new life in the mountains, comfortable and free of worry. * Stage 2 Boss Business Youkai of the Mountain's Recess Takane Yamashiro Species: Yamawaro Ability: Capable of manipulating forest qi One of numerous humanoid youkai who live in the mountains. Their inherent nature as a youkai resembles that of the kappa. They build hide-outs in the depths of the Youkai Mountain, within which they live a communal lifestyle. They're specialists at living in forests, and are quite technologically advanced. In spite of being forest-dwellers, they're making progress in economic research, and have built a complicated system of currency. They have a healthy rivalry with the kappa, and the two groups call each other things like "you lousy river-dwelling amphibians" and "you stinking forest monkeys". The kappa wouldn't be able to complete their machines without the yamawaro, and the yamawaro's businesses would wither away unused without the kappa's manufacturing. The two groups are dependent on each other, both in technology and in business. Takane is a leader-esque presence amongst the yamawaro. As for why? People say it's because she speaks just a tiny bit more politely than others of her kind. * Stage 3 Boss Highland-Dwelling Yamajorou Full name: Sannyo Komakusa Nickname: Komakusa-Dayuu Species: Yamajorou Ability: Capable of controlling people's minds with tobacco smoke A mountain youkai who enjoys tobacco. Lives on the high plateaus of the Youkai Mountain. Other mountain youkai call her by the fond nickname "Komakusa-Dayuu", owing to her appearance. She runs a gambling den for tengu, yamawaro, kappa and the like, and makes her living as its bookmaker. For the mountain youkai, gambling is the highest form of amusement. 100% natural Youkai Mountain tobacco is known for the variety of effects it induces when its smoke is inhaled. For instance, it can calm one's mind, or conversely invigorate it. She skillfully uses this smoke to prevent the sort of frenzy that tends to break out in gambling dens. The den she runs is a fine, gentlemanly social gathering spot. Thanks to the tobacco smoke that encircles everything in it, that is... The Ability Cards that suddenly sprang up would be the ultimate material for the mountain youkai to bet on. That was what she thought.
OMG, ZUN actually dropped the point item for the first time in favor of a new item that doubles as a currency. Believe it or not, Chuhou Joutai 2, which is expected to release this summer which also has a demo out, utilizes this exact same system.
I'm looking forward to seeing the next stages after stage 3 when the full version comes out. also, you can skip the text conversation by holding down z.
(I am bad at bullet hell games) Finally cleared the demo on hard difficulty with Sanae. And I agree this game definitely feels more difficult than the average TH. I think part of it is actually due to the item system: In order to make items useful, different aspects of the game have to be more difficult, but that also means if you *don't* have the "correct/right" items, the game is just harder....which is a dilemma for sure. I am glad ZUN is always trying to put new mechanics into new THs, but I really think the item system and game balance need to be refined.
I like the demonstar shop, but ZUN probably lowered dmg and have the enemies tanky because you are supposed to use the cards in the shop Tho yeah this looks hard good for me because I haven't played touhou in some time maybe I can finally do all 1cchard
Sanae is really good for this and kinda makes the game easy modo. Also yeah i also noticed that the enemies are really tanky and takes much longer to kill without the wolf card
It feels like most of the bullet patterns are forgettable until you get to boss 3 (and I love her mandala patterns, hnf) The only pattern that felt unique until then was the one at 5:55.
Nobody gonna comment on the fact that ZUN added another named Kappa? (Yamawaro/Mountain Kappa). The lore implications are STAGGERING, kidding. I just think it's neat.
I was hyped to play Sakuya but she's very, very bad in this game. Oh well. but at least Sanae DESTROYS HOUSE with these Lolk shots (though she does need the Saki card to do that, like you said). Also a small suggestion for your next playthroughs... you could put the Sound Effect volume to about 50% or 40% (instead of the default 80%) so it's easier for us viewers to hear the music, or else some songs like 5:00 get drowned out by the bullet sound effects.
@@kaisercalvin1742 plus, her literal shot is from pcb, the really bad one too and not the focused homing one, fuck. I kinda knew from the beginning Sakuya's shot is going to be That bad from screenshots
@@prizmastarz742 Sakuya's damage output is the highest in the game by far - as long as you aim the shot properly. Much like PCB Sakuya B, she's the best shot in the game, but you need to get used to handling the aim mechanic. The only Bad(tm) shot this time around is, believe it or not, Reimu. Her focused shot is so weak that you have to dodge boss attacks longer than with anyone else. Oh how the turn tables.
This game has a lot of potential, but with the upgrade shop, I'm worried it might go the way of Brilliant Pagoda or Haze Castle and only be either way too easy or way too hard based on the upgrades on hand.
I think the game's stingy with Power drops because it can be used to purchase cards: if you select a card you can't afford, the game might let you sacrifice Power to cover the remaining cost.
Amazing job! Can't wait to see the full game and not get it in the foreseeable future :). I still consider myself a Touhou fan, even though I barely play the game at the moment due to time restrictions. So for any new game I go to Jaimers to take a look and this one seems pretty nice. One thing I can't be content with though, is the artstyle ZUN seems to have settled with. It's crude like all his other art ofc :) but this one just isn't cute. First world problems I know :)
A year late, but I'm glad I'm not the only one who noticed that. I'm pretty sure he fixed it cuz on Spotify it's wayyy more bareable than it was during the demo
So once the game goes full version. Guys , who is the final boss? My bet is yukari. And i hope zun would update that “complete normal 1cc will unlock “ now you can buy 2 or more cards”.”
I think the card/money system is SUPER fasinating and I'm excited about it, but ngl, the power collection in this game drives me up the gd wall. Why, god, WHY did he make it SO HARD to gather power?????? It's so frustrating, and if it isn't adjusted/balanced better by the time the full game is released ...... ;; Honestly that may be enough for me to not want to play very much.
@Morshu Morichika More like Zun is getting old and can't create something worthy anymore. Many old players think the same. In terms of music the best where 5 through 12 with sometimes good stuff later on. In terms of gameplay - 6 through 14 excluding 13. In terms of pro scoring, the best where EOSD, PCB, IN, UFO, DDC. In touhou 18 even graze counter is dropped. This is just pathetic. The project turned into casual spam-through gameplay (the first of that kind was notorious touhou 13).