![]() There is a clear imbalance in the value of the cards we see in the demo, where passives cards are probably still gonna be the stronger ones. So yeah, I'm not sure why firepower gotta be weak this time. Heck, there's not even a guarantee that the cards are gonna be super strong in the first place, as the ones we have in this game (besides Marisa's laser) doesn't seem to do a lot of damage AT BEST (Seiran's red ability card is a nerfed version of itself from 100thBM, shooting 2 missiles instead of 4), or are downright useless at worst (Seiran's blue ability card fires 2 random missiles at varied point from the bottom of your screen : it's got low firing rate, low bullet speed, too spread out and random to damage the target you want) You WILL quickly notice that your regular shot is not strong enough to quickly dispatch these buff jojo fairies, and make it obvious that charged attacks is the way to go to fill the lack of firepower : what I'm trying to say here is that you'll be relying on charged attacks to deal damage most of the time this game, so the potential strong cards that the damage is balanced for becomes quite frankly redundant. ![]() Weak firepower seems justifiable in consideration of that, but the problem imo is that such design choice is not necessarily pertinent for this game : That seems to be a balancing decision ZUN seems to have chosen for ability card games such as UM and 100thBM, as cards gets super powerfull and scale massively well with synergies, so much so that the lack of power get less evident as the game goes on : for example, you have your maximum firepower to go with whatever equipment card you fancy in TH 18, and you could pick 3 cards at a time or even boost the equipment card's firepower with shooting power boosting cards in 100thBM. However, as far as game design goes, it seems it leans heavily towards the side of 100thBM, as we see the return of the slowing effect from the former magic circle mechanism, but also the fact that enemy spawns this time seems to happen in sets of consistent formations that are somewhat chosen randomly.Īs far as this game goes, firepower seems to be considerably low. As this is my first time playing a PvP style 2hu game, I'm not so familiar with the mechanisms or the "meta" and way to play the game based off PoDD and PoFV. So obviously, a bunch of stuff need fixing here. This somehow happened after I beat Reimu but lost my last life : game didn't even ask me anything, HOWEVER, it LET ME KEEP THE CARDS I EARNED, and I returned to stage 3 with 4 cards in tow lmao. GETTING SENT BACK TO THE BEGINNING OF STORY MODE after a stage 3 draw. Boss battles still making no sense as I swear the stage 3 story mode battle ended much earlier after retryingĪnd my favorite, which totally caught me by surprise : ![]() Boss battles making no sense sometimes, for example, Reimu normally going into her spellcard phase after eating some bullets, BUT going back into nonspell phase after I beat her spell card and the explosion pop out and all ?!!! Weird occurence such as Seiran boss sprite remaining on my side of the screen as I beat her Massive slowdown when the "Let's fire" writing pop out ![]() Game consistently crashes when I choose return to screen All right, took the game out for a spin and man, gotta say, this is the most buggy amongst the Touhou demos I've played in a long while.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |