Discussion Touhou Doujin Games

Thread Description
Write about unofficial Touhou games and adore the girls

Dunkag

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Patron of the Forums
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That's right boys, mondo cool Touhou. 2hu is a series pretty much everyone who would find themselves on this corner of the internet is familiar with. It's the girls with the silly hats, the Bad Apple!!, the FumoFumo. Yet, I feel there's a lack of proper appreciation for Twowhom fanworks. Many either tout the fanworks as the main focus and don't appreciate them as a seperate entity to ZUN's works, or never interact with them beyond seeing the occasional pop up of some guy who found a way to get Bad Apple!! to display on his own heart monitor. Yet, this isn't what Toho is. It's always been a mix of admiring ZUN's work as the drunkard who can push out endless girls and a world that has no parallel, while also respecting doujin culture and allowing the people to create all they want.
So then, that's what this thread is about.
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I want others to admire the work put into Touhou doujin games, as they are. All these games try something in relation to the main games, and admiring that is part of the enjoyment. There's a need to indulge in sharing the enjoyment of these often lovingly crafted experiences, posting suggestions for your favorites, telling the world you like a game just because that girl you think is super cute is the main character. I will try to share my thoughts on some of the games I've played in here from time to time, but I'm unlikely to play or know them all.
So I ask, for anyone else who has enjoyed something from this series, give it a go. Write a little blurb about your experiences, your time, and what you think of some doujin game you've played. The official games are also acceptable, though they're much better known and played. It's a little less interesting in this case to hear someone say EoSD is the peak of the franchise again than it is to hear about some passion project less than 100k people have ever played. After all, this is a series about those forgotten and abandoned by time, so it's quite counter-intuitive to only share the remembered and highly popular.
This thread can also be used for more general suggestions, but I'd like some level of clarity about why you'd suggest or why you like a game. After all, what point is there in a review that shows no interest in the meat of the topic. Arbitrary statistics like numbers can only express so much.



 
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Dunkag

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Patron of the Forums
To start off, something predictable from me to anyone whose seen my interactions on any other platform.
Kubinashi Recollection
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I love this game to death, and have gushed about it practically everywhere. For a basic summary, the gameplay is wonderfully designed, the graphics cute and appealing the whole way through, and the OST outstanding. It single-handedly gave me an appreciation for Sekibanki and all of Touhou 14 that I would've never really appreciated or realized otherwise.




For it's gameplay, it's nice and simple with complexity added through skilled movement and dozens of level gimmicks. Jump, toss a head, pick up a head, and attack with a head. That's all you get. Yet the stages do so much with this concept, and there's many little tricks you can learn to make stages easier and bypass entire parts of the puzzle. Gimmicks do anything from making the player leave an object behind in order to progress, to forcing movement in time with the music, to making paths one way as the floor breaks behind you. The game demands a bit of thought and it can take quite a while to realize exactly what mechanics are in play and when they are to be used. There's even a minigame that messes with the main mechanics of the game, asking the player to collect jelly in a limited amount of time using your limited moveset.
Every stage has 3 puzzles of sorts, the easiest goal of reaching the end, the out of the way harder goal of reaching the end with a puzzle piece in tow, and the final, hardest puzzle of reaching the end with an S-Rank time. Puzzle pieces sometimes completely change the flow of a stage, asking you to conserve, sacrifice, or go out of your way within the stage in order to be able to get them and still reach the goal at the end. S-Ranks are entirely optional for achievement completion, but they do provide a reward should you get them all. Getting all S-Ranks was a very fun experience for me, one I've redone multiple times because of how enjoyable the game's stages are. Some stages require almost as much, or even more thought than their normal counterparts should you want a fast enough time. And all stages and puzzles, regardless of difficulty, are expertly designed to be actually engaging to solve. As a bonus, there's even a few secret levels, each with puzzle pieces and ranking times.
The secret level room is unlocked upon beating the game, and entering any of the beta or full release version numbers takes you to the bonus stage for that version. 0.01-0.04, then 1.00-1.02 all work. 1.02 is my favorite, as it's an entirely different game on top of the existing one.



Kubinashi Recollection's OST is so good. It's immediately obvious that the creator, Zenerat, is mostly a doujin music creator rather than a game developer. There is not a single track I feel I ever grew to dislike in this entire game (Jelly Attack not withstanding, the track is good but the minigame itself drives me mad). Every track also fits its location as best as it can. Coming back to the hub after a difficult level and hearing the calming, relaxed mix of Doremy's theme never got old. Getting into the first stages and hearing the slightly energetic playful mix of Dullahan Under the Willows was great, and the later stages ramp up the speed and energy with the slight difficulty increase. This happens all throughout the game, and it was great to hear every time, the stages changing tone once they're done introducing whatever new idea they wanted to present. Then there's the direct musical ties, a stage later on being directly inspired by Super Mario 3D World, using the musical blocks and having great tracks to go along with the beeping of the blocks.



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The stories this game tells are all really nice, cute little looks into a character's lives. This is a moment where the game actually plays with usual Touhou explorations a bit, telling little stories that would never be told officially and using some characters that hardly show up in any main game. The first two stories are the absolute best part of this, they put a spotlight on the Grassroots Youkai Network, a little group that hardly gets any attention. Sekibanki is hardly a standout character for many, so getting some tales of her socializing and doing her best to get past some of the issues she has in life is great. Many of the other stories are also very fun little reads, providing a potential view of Gensokyo that might go overlooked. There's also an overarching plot, but it's not all that important, just a reason why you're collecting memories and exploring the dream world.
The tales of characters are elevated to a higher level thanks to the artwork, wonderfully cute and expressive, every story got me excited to read it simply for the opportunity to see someone else drawn in this great style. Every scene tends to get a few full artworks, and then some portraits for every character who shows up.
While touching on the graphics, as may have been noticed in the gameplay video, this game has outfits, and quite a few of them. They're all not that special, most providing no more than a simple little head decoration. It's still fun to see them all as you expand your collection, and I enjoyed the super silly ones.



With that, I think I've said my piece again. It's a game I love to death, one I've completed with all S-Ranks repeatedly, one I've spent well over 100 hours playing. I implore anyone interested in playing a Touhou Doujin game, grab Kubinashi Recollection. It is the cream of the crop. The top shelf quality. All made by one man and an intense love for Sekibanki.
 

Narmy

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Regular
I haven't played any Touhou games in a while but I remember New Super Marisa Land being fun.
 

Dunkag

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Patron of the Forums
I haven't played any Touhou games in a while but I remember New Super Marisa Land being fun.
New Super Marisa Land is a very quality, but jank game. I might try to write it up myself here, as I do like the game enough to have a physical copy, but I would only do that if I could complete it. Currently, that's looking very unrealistic what with the game's completion requirements of 10 stars per stage, plus a final super challenge stage on top of that. :flan-yea:
Love to get to it again, but the game busts my balls enough when it's not asking me to do a scavenger hunt on a strict time limit.

Might write up Super Alice Dolls on steam before that though, I stopped playing it shortly after full release but I can probably power through it given enough time.
 

ジエントP

varishangout.com
Regular
I'm fairly sure that namako daibakuhatsu is making a touhou game, and I have the intuition that umezawa itte is too or has already. I can say for certain there's Interspecies Sex Labyrinth & the lewd butst witch ~until pattchouli becomes a seedbed~ that came out sometime 2018? I could've sword there was one where the Rat has a penis and went around screwing yokai, but it seems that disappeared from my memory. If someone could help me recall it that would be appreciated. I'm not sure if I should divulge this considering that fact and some strange coincidence.
disclaimer: I'm not really too interested in touhou, the story never really caught my attention and bullet hells arn't my thing (my bullet hells are black midi).
I am however interested in that izakaya game but never got around to committing my time to it. Just have my priorities elsewhere.
 

Dunkag

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Patron of the Forums
Not at all sure about what the Nazrin futa game is, though I don't doubt it's out there. Eroge, H-Doujinshi, whatever you want to call them aren't much my forte and I don't really keep track of them. Not that I hate them, but often the game aspect is little more than an excuse to watch a girl get fucked 28 ways to Sunday while the author's fetishes shine through. Sadly don't have much more to say on them than that, I simply don't find them all that appealing and often dislike the contents of the games as so many of them involve some form of rape.

disclaimer: I'm not really too interested in touhou, the story never really caught my attention and bullet hells arn't my thing (my bullet hells are black midi).
I am however interested in that izakaya game but never got around to committing my time to it. Just have my priorities elsewhere.
Can't really blame ya, Touhou is sort of an acquired taste once you get past the meme posting. I struggle with bullet hells too, hell I can hardly get through the games. They're a big part of why the series is what it is though, so I really appreciate their existence as the main focus.
As for Mystia's Izakaya, oh boy. I intend to write up that one, but my god it's long. Had to take a break after clearing DLC 3 since the playtime is now over 100 hours and there's still 2 more DLC to go. Really enjoyed it so far though, it's definitely a solid game and a great introduction to the series if you were a newcomer. Still mixed on the gameplay loop overall, as outside of the slice of life component of gameplay it gets very repetitive once in DLC territory. Cannot blame you for not wanting to delve into it considering that.
 

ジエントP

varishangout.com
Regular
I simply don't find them all that appealing and often dislike the contents of the games
Ah, the converse is true for me. Normal games that just have puzzle making, standard first person shooter, strategy turn based games and rpg style trn based combat are what puts me off of normal games. It's all the same thing and I thirst for something wierd and nonstandard. Zombie game where you whip zombie with dildo is mildly more entertaining than yet another police baton and so on. It's a sort of thing where the artist and dev doesn't have any social inhibitions when making the game they personally enjoy is what make such a work of passion enjoyable. If the inbitions are there you can quicky see the burnout in the progress and the style and quality.
 
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Dunkag

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Patron of the Forums
Next up, actual obscurity.
Yoiyami Densetsu - The Legend of Twilight
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Before I start, a little bit of information on this interesting and cute game. Yoiyami Densetsu released in 2012 at Comiket 82, and as far as I know hasn't seen greater release since. There's links on the game's site for presumably copies that were sold by Melonbooks and Toranoana, but they're long gone. Copies of this game in the world are likely very slim, but thankfully places like the Moriya Shrine have downloads still. Most people however are unlikely to know of it since the game is only really obtainable anymore in this capacity, and even fewer people realize the game has an english patch, one not used on the Moriya Shrine page. I'll link the patch here in case anyone wishes to play the game.
The group that put out this game, Otter's Arcadia, released 2 other Rumia games that I will not be covering. First is YamiRumi, a kirby clone that's somewhat neat but I don't like playing, far too slow and sloppy. The second is a rumia Puzzle game, one which I can't even find any uploads of. More notably though, one of the people in this circle was tripper of tripper_room, a name some may recognize for releasing Yoiyami Dancers on steam and switch. It's nice to see someone carry on the Rumia game love.



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As for gameplay, it's Link's Awakening by way of Rumia. 2 item slots, a broom as a sword, an umbrella as a shield, and quite a few other items needed to progress over time. You'll roam around a semi-open map, blocked only by lack of items, to find dungeons and hints as to what you'll need, and then head off to obtain them. Dungeons are decent little adventures often with their own gimmicks and puzzles like you'd see in a Zelda game, but never quite reaching the heights of design some of those games have.
Combat and interactions are fairly basic, some enemies suffer no knockback from attacks and can be combo'd to death by holding your spin charge, and the actual hitboxes of many things are very janky. One puzzle in the first dungeon requires shield usage, and you will be very quick to learn the shield doesn't work properly when moving, sometimes blocking the attack but still having you get hit anyways.
Bosses of course have gimmicks in their fights, often being pretty simple to solve but giving a nice little shake up to the gameplay. I would hardly call most difficult though, the real difficulty is in not clipping the unclear hitboxes of everything.
None of these parts are all that outstanding, but they come together and work well enough to give you a fun time playing through its short runtime



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The story is a small focus of this game, and it's fairly easy to grasp. Rumia wakes up at the Hakurei shrine, and is immediately told off by Reimu, a usual day. Reimu demands Rumia clean up the shrine, so off you go to find your broom and do just that. Upon grabbing the broom, Aya shows up telling you to set off on a journey. Aya also gives Rumia a complex title related to awakening, which she then refuses to elaborate on. Rumia has no say in the matter at this point, though it's not like a weak youkai thinks too much about the small things anyways. From there, with an unclear objective, it's Rumia's time to find some instruments and discover what exactly is going on that places her as such an important person.
While it's not all that special or amazingly written, the story is mostly enjoyable during the runtime. I'm sure most can already predict the whole thing from these opening segments. Letting Rumia experience this is cute though, she doesn't really get adventures like this all that often. It's also a nice show of how simple Rumia is, she talks a big game about eating humans, but in reality she's just some happy-go-lucky youkai girl enjoying life day to day. It's likely she hasn't even eaten any human in ages. Would be nice to give her some treats in the form of a kind of well prepared pork.



This game's music isn't all that special either, but I enjoy it. All of the arranges are nice to listen to and feel well suited to the journey Rumia is going on. You'll get to hear quite a few arranges as this journey spans a number of locations across Gensokyo. Wish it was a more standout OST, but sometimes one that grows on you upon replays is perfectly fine too. I especially like the forest theme linked above, even though it is just Rumia's theme. It feels good to listen to, gives a nice sense of this being her adventure.
Most tracks are similar, little feelings of the location and mood of the current part of the adventure. The first dungeon theme for example is a slower, uncertain track. It's the start of everything but Rumia still isn't aware of why she's doing this or what her goal is. It's an unsettling place to be in besides, most of the ones hiding away there having an interest in corpses or scaring those who pass by.



That's a wrap for this one. This game's certainly up there for me in terms of Touhou Doujin games, but I never quite come around to calling it a favorite. I love playing as Rumia and playing Zelda games in general. This game struggles a bit with being jank and flying a bit too close to the source, there's not much unique added to the gameplay or ideas beyond giving it all a Touhou coat of paint. Sadly that means I have increasingly less to add on the game as most of it's aspects are covered in reference to another game.
I would still suggest giving it a go though, it's short and sweet. Well worth the few hours you'd spend playing it at least once if you're into this kind of game.
 

Dunkag

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A while since the last post, and this one's pretty big. 77 Total named characters, 16 areas, 164 dishes of food, 46 drinks, 141 achievements, 147 hours of playtime, 18 rhythm game stages, and dozens of other misc. stats. Far less obscure, but it certainly makes up for it in sheer size.
Mystia's Izakaya
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To start off, a few thoughts and my personal experience with this game initially. I bought Mystia's Izakaya all the way back in summer of 2022, and could never get into it. I bought DLC 1-4 last year during the winter sale and still struggled to get into the game. It never clicked, I would always boot it up to try and play but never get much farther than clearing the tutorial. Earlier this year though, DLC 5 released, containing the last of the major content for the game. Later on DLC 5's translation would be finished, and this finally got me to sit down and push myself to play through the game in full. I started playing back at the start of summer, and only just finished now, as Christmas is coming up. I understand why my past self had such trouble getting into the game, but now I love it dearly. This write-up cannot be a full summary of the game as they're still updating and adding content to it even if the DLC releases are finished, an update recently pushed out includes an untranslated survival mode for owners of DLC 5 that includes the 78th named character and a ton of new badges to earn. I'll also have a different experience of the game than some who played before I did due to this constant flow, many changes have been made over the course of the last 3 years that this game has been out. Mechanics work differently, some new content appears here and there, it's hard to really get a grasp on what the game originally looked like compared to now. Enough preamble though, this game's long enough as is.



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The main gameplay of Mystia's Izakaya is split into 2 parts, daytime and nighttime, so let's discuss daytime first. During the daytime, you don't have much to do, but you have a tight time restriction. It is during this time you're required to gather ingredients, purchase drinks and rarer ingredients, and get to know the many friends you can make. Most actions take up a slot of time, each slot comprising of 30 minutes. You only have a total of 8 hours to preform actions for the day before switching over to night, so during the early game it's important to take note of what you need for the night. Certain actions, such as shopping or talking to NPCs don't take slots of time to do, so they're always worthwhile to check. It's during the day that you can also take quests, mostly little events that offer rewards for providing a food item to a certain character. Every field also has at least 3 named characters that can become friends, with Mystia slowly working up their bond levels to unlock new actions, such as sacrificing 30 minutes to ask them to come to the izakaya tonight, or getting them to collect drinks or ingredients for you. I'll cover bonds more shortly, but they are the real meat of the game and make up a majority of what you do with your daytime.

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Nighttime is where a lot of the more active gameplay takes place. There's around 6 hours of night, with each "hour" being around a minute. Normal customers will show up during this time and order off your menu, letting you make the dish they request and deliver it to their table. This might seem like it can get hectic, but the game offers up partners, friends who will work with you during the night to serve normal guests. You only start off with Kyoko, but each area will slowly allow you to obtain more partners of varying speeds. Later on the game will also ask you to pay your partners, which means that each partner takes a chunk out of the night's pay, so it's best to know how much you can make in one night before you choose an expensive partner. Some lategame partners also have abilities, unique traits to better help out during the night. Some might have instant movement, others might be specialized for certain cooking tasks.
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During the night, Rare and Special guests will also show up. These are your named characters, and they will not order off the menu. They will instead make a request that fits their tastes, and leave it to you to prepare their drinks and food. It's important to find out these guest's likes and dislikes, as rare guests are the greatest factor for making profit during the night. They tend to have larger wallets than normal guests, and each rare guest is capable of using spell cards. They have 2 spell cards each, one for being satisfied, while there's another for being served a dish they dislike. Reward spell cards can vary from providing a few ingredients to the shop, all the way up to filling the izakaya with guests and making everyone satisfied with their dishes. Punishment spell cards instead make your night harder, with effects ranging from simple blindness to outright scaring away all customers, to destroying tables leaving them unusable for the rest of the night. Ideally, you don't ever want to dissatisfy a rare guest in order to make the most profit. Serving them a dish they like also provides bond levels, so it's quite important.
Every customer, normal or rare will also slowly form an opinion of the night based on how much they like their dishes. The tip system is how you'll mainly make money, and their favor is how they determine how much they tip. Their tip will always be a percentage of the amount they spent ordering dishes. It can be a boon to your wallet as the percentage can go over 100% with enough favor and other effects like spell cards.
There's a lot of other various mechanics I could cover about the night, such as singing, but this is already far too much elaboration.



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Now, why are we actually running this Izakaya? The story is easily the most important part of the game, the main focus. At the very start, Mystia has a bad dream of Yuyuko ordering more and more food, but never being satisfied, eventually leading to the destruction of her Izakaya. Waking up, she forgets about it, but then gets dragged into some debt by the Yakumo family of all people, and thus has to start working the Izakaya with all her effort to pay the money back. Over the course of the game, your goal becomes opening the Izakaya all over Gensokyo in order to repay your debt and expand your store, while also finding out what that bad dream was about and why one of the sages like Yukari would feel the need to get 2 weak beast youkai involved in some petty debt. Along with the greater story persisting throughout the game, there's also mini-stories that take place as you unlock each area. These cute little sections offer up some interactions with characters not normally involved with the game, and give some fun moments. From solving the mystery of a thief in the human village, to satisfying the mistress of the Scarlet Devil Mansion, there's a lot to do in all 5 of the main areas within the base game.
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As mentioned before, bonds are the main meat of the gameplay and story. Every area provides 3 friends to make, rare guests who will show up in your shop and on the field. They each have 2 pieces of dialogue per each bond level, and a quest to give upon finishing a level of bond. There's tons and tons of stories told through all these bonds, with Mystia befriending and getting to understand better everyone across Gensokyo. Mystia's notebook is also helpful in understanding all these character's stories as every 2 levels, she'll write a little more about her understanding of someone. It also keeps track of everything else in the game, from dishes to people's tastes. The bond system is absolutely what locked me in to loving this game, as I adore seeing all these interpretations and insights into the many characters of Touhou project. Slowly realizing Rumia might be more than she appears to be, but never quite being able to figure her out is good fun, and Mystia decides she's a good friend regardless. Someone like Tenshi comes off as an awful person at first, but slowly there's a realization she's just bad at displaying her feelings, as she wants to enjoy her time on Earth with how much she dislikes heaven.
Maxing out a character's bond in an area will reward the player with one of three things, either an item, an outfit, or an offering to gather. The items are generally helpful little trinkets that give small bonuses during the night. Each outfit is very cute and well designed, so I always enjoyed seeing what the next outfit I'd recieve was. Friends who gather take 30 minutes to ask to do so, and when preparing to open for the night they'll give you everything they grabbed. It can become a boon to have anyone gather, as it lets the player quickly stock up on ingredients without wasting an entire day that can instead be spent on quests for bond levels or traveling to another area.



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This game's not my absolute favorite for music, but man is the music good. Each area gets 4 music tracks, 1 for daytime exploration and 3 for the izakaya depending on how far into the night it is. There's also dozens of other tracks strewn about the game for various menus and events. Already included the opening track in this post, but the other vocal tracks are also really good. A personal favorite track of mine is the short track used for a small event, "Roar on! The voice of my soul!"/"都给我吃八目鳗!!! ~ Ragnarok fo picky eaters" it's amazingly energetic and powerful, really hitting you with the feelings Mystia's struck with. In terms of themes in the Izakaya, my favorite actually comes from the DLC, the Forest of Magic's theme. Every time the track would properly kick in, I would almost get distracted from serving customers to listen to the track. Most of the tracks are great overall though, so it's not like this is definitively the best. Hell, my favorites may even change over time.



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Visually, Mystia's Izakaya is outstanding in appearance. It uses pixel art, but everything appears as a proper illustration, rather than using the pixel art to remove detail and excuse poor quality. Everyone looks super cute and areas are very distinct. There's an absolute ton of CGs to collect too, making all the game feel that much more rewarding. A lot of small details are put into the game's artwork, such as the inclusion of a great many sparrows. Everyone gets different portraits for different emotions that perfectly fit them and their feelings, said portraits even being good enough that there's a folder containg profile picture sized versions of them to use within the game's folder.



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Now, I want to cover boss fights. Over the course of the base game Mystia has a total of 3 "bosses" to deal with. During a boss fight, the game takes away all your partners, and requests you make a new menu before starting. During these, you're given a specific goal to meet under a strict time limit, achieved by feeding people properly. The first two bosses are optional to win, and they're given to you at bad times that mostly assure you will fail them the first time around. In these, Youmu takes Mystia and challenges her to collect a large chunk of money within the strict time limit given, with the second boss upping the ante by also adding the restriction that 3 reward spell cards have to be obtained. The final boss then is a scaled up version of these 2 boss fights, first obtaining a large amount of money under a strict time limit, then obtaining a number of spell cards (while the rare guests pop punishment cards), and finally serving Yuyuko until she can be returned to her normal self. To be honest, this fight isn't all that difficult if you've already gotten used to the game, but there's a lot to pay attention to and with the lack of partners during sections with normal guests, it can be stressful. The main reason I cover these though is that they're a drastic change in gameplay, and I honestly felt a little sad seing the partners removed from the fights. So much of the game's story is all about friends, all the partners and rare guests met along the way and such.
Real quick to touch on difficulty, this game is painfully easy for the majority of the runtime. If you don't enjoy seeing the character's dialogue and bonds, nor the gameplay, then this game is not going to appeal to you at all. Every rare guest can easily be solved without ever triggering a punishment spell card. The debts are all for story purposes and you will have the money needed to resolve them very quickly. The time limits often leave you with little to do other than increasing bond levels as whatever you're asked to do takes very little time to achieve.



That's a wrap for the main game, but I plan to write about the DLC too, in another post. The DLC honestly add double, possibly more to the length of the game. I'll also use the DLC post to cover post-game as DLC 1 is just the post-game story and a lot of post-game mechanics aren't really utilized until they occur in the DLC. I really do like Mystia's Izakaya. For being a cheap little cooking game, I never expected much out of it, but I got way more than I ever expected to. It's a game that really showcases some of my favorite bits of Touhou doujin games, a janky little game that cares deeply about the world and characters this series has created. It tries something unique that isn't just another bullet hell, and does so much with the format. I've been saving doing this write-up for when I felt like I achieved the fullest completion I could at the moment, and that meant getting all achievements, but that was the last task of the game. Survival mode is there now, yes, and I didn't beat every post-game re-fight, but those are mostly just bonuses on top of this already massive and wonderful game.
 
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Dunkag

varishangout.com
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Coming back, it's time to talk the second part of this massive experience. Many spoilers abound, it's all endgame content from here.
Mystia's Izakaya - Part 2 (DLC + Post-Game)
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Before delving into the DLC contents too far though, there's a few mechanics I skimmed over in the main post that are going to pop back up in said DLC releases. So I'll bundle together a quick bit of post-game discussions with some mechanical discussions.
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Early on you can find special currency items by doing quests, these show up all over the game and can be traded at specific shops for more unique items. Their main use is in obtaining the unique stations, as Kourindou stocks a lot of specialized stations that take quite a bit of either money or special currency to obtain. Stations end up being a very helpful resources, giving things like faster speeds or greater tips during a night. Bringing these up now, as each DLC has at least one station to be earned within it, and it felt wrong to mention that without even bringing up the stations themselves.
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A few other things that slipped my mind, the sparrow's song and crossovers. Singing is a pretty early game mechanic, which has you play a small rhythm game whenever you put a dish up to cook. Not all that hard, it can easily be done even without the BGM to follow, and completing it can give one of three buffs which will eventually combine into hyper mode. You practically always want hyper mode during a night, so cooking consistently and playing the rhythm game well is important.
Crossovers meanwhile are a bit of a strange feature. I believe there's currently 5 in the game. Early on you meet another Mystia, who offers you a sample of The Sparrow's Midnight Dining, a doujin manga all about Mystia's Izakaya, albeit a much more stationary shop. Real cute and worth the read. Outside Mystia's house is also a computer to enable crossover guests. These are treated as special guests, meaning they have likes and dislikes, though they don't all have spell cards. Three Fairies Hoppin' Flappin' Great Journey adds the three fairies as, well, their smaller pixel sprites. Really cute, absolutely hilarious to watch them jump into the shop and order food. Touhou Blooming Chaos 2 adds Rin Satsuki, the fairly well known ditched third character meant for EoSD, along with 2 OCs. These three are the ones who get spell cards, so enable them at your own risk. Finally, there's a crossover with a Minecraft Gensokyo server, which also adds an OC. Really not sure what to say beyond that, it's interesting she was added but she hardly fits into the game. Some of these crossover characters also count as shopkeepers, and they'll have exclusive drinks and recipes to purchase. If nothing else, that's worth enabling them for at least a short bit of time.
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In terms of base game post-game contents, there's actually not all that much to do. You can start cleaning up any achievements you've yet to earn and max out bonds if you failed to do that before hosting the concert the first time. There are 2 notably post-game specific tasks though, re-fighting bosses and buying the "special item" from Tewi's punishment shop. Starting from refights, there's no real reason to challenge the first boss again. It might be harder, but there's no actual reward for it and the game doesn't track it. Doing the second and third fights though give pretty good rewards. Defeating Youmu's more powerful second trial allows you to bring Youmu in as a partner in the shop, a good chef to have. Defeating Yuyuko again in her harder refight unlocks her as a special guest who can appear in normal shop locations. This'll be a recurring feature, so keep it in mind.If, after the punishment from Tewi, you decide that you want to buy the absurdly expensive item simply labeled Reisen from her shop, you get an amazing item that makes the game far easier. The "luck" as she puts it disables employee's cuts of your pay. Now the only expenses you have to deal with are what you spend at stores.
Post-game allows you also to relive the concert as many times as you like, which is good as each DLC character gets added to the concert with unique artwork, plus a new vocal track was made for each DLC you've cleared. This means there's a total of 7 vocal tracks at the concert, with a different stage and outfits per each one. So lets see what all you've got to hear songs about.



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Starting things off is the Forest of Magic and Youkai Mountain. This DLC definitely feels like it slots right into the base game, featuring some characters who you would've expected to be here to begin with and some easy-going areas that are pretty well known. It opens up pretty early, after getting Human Village open. One of the more immediately striking aspects is that Marisa gets a promotion in this DLC, from just a special guest in the base game to a proper rare guest with bond levels you can advance. She's also the major focus of this DLC, as after beating the game, Mystia will eventually start to wonder where exactly all of Marisa's money came from. She's without a doubt one of the wealthiest customers in the game, so there's got to be some source of cash flow that she doesn't usually have.
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A little bit of investigation later, and you find out that Marisa has been working with the Kappa to sell some fruits from Makai to a wealthy customer. While Marisa is easily ready to ditch the whole thing and find something else to do, the Kappa are more concerned about their customer. The boss fight then is feeding Yuuma until she's satisfied. Her tastes can rapidly change and it's up to you to satisfy her and all her copies using the desired tags. Very simple fight, but I enjoyed it quite a bit, enough to decide I would immediately do the refight.
Winning the refight, as before, unlocks Yuuma as a special guest. This is a terrible move. Yuuma's "reward" spell card causes everyone except herself, including all rare or special guests, to order the most expensive dish and drink combo on the menu. While this is fine for normal guests to get some extra pay out of them, Yuuma can show up practically everywhere, including other DLC stores. If her spell card pops, you can expect to not be increasing any bond levels you've yet to finish.
Since every DLC is composed of 2 areas, they all have the usual, 3 friends each with an outift, item, and gatherer reward. DLC1 has pretty cute outfits, but more notable is one of the items this DLC gives, the phone. Using the phone, you can call up any shop or friend (of a high enough bond level) you've encountered so far. Immense quality of life, makes getting all the drinks and such you need so much easier.



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DLC 2 covers all of Touhou 11. Seriously, the entire cast of Touhou 11 is here across 2 areas, Former Hell and The Palace of the Earth Spirits. This one opens up with the Hakurei Shrine, as Mystia is informed of a Bizzare Cooking Competition, and she can hardly hold herself back when she hears it involves cooking. Upon reaching Former Hell though, she's informed she needs letters of recognition from the big shots around in order to actually partake. This begins what I believe to be the most tedious, annoying part of the game. I enjoyed befriending characters as I went and the likes, it's fun, but being forced to do so in order to finish the DLC is very annoying. There's no way around it either, your quest goal outright is to get everyone to max bond level so you can ask for a letter. At least it's made up for this in other aspects.
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At some point during the DLC, you unlock the option to bathe in Former Hell's hot springs with your partners. This includes all DLC partners as well. It's a fanservice scene, clean and simple, but I enjoyed it. Lots of different reactions and feelings about the hot springs, and pretty good art to go along with it.
The actual Bizzare Cooking Competition doesn't get such praises. I'm not even willing to hop back into it to demonstrate what it is exactly, but in essence it's a three phase boss fight with very strict rules. The usual of requiring a certain amount of food/money/reward spell cards, however Koishi uses her ability to completely destroy the normal ebb and flow. Normal guests will no longer order off the menu, they actually wont order anything at all. It's up to you to make a dish to their liking as if they were a rare guest, and you need to fulfill multiple tags in order for it to count. Then there's rare guests, which act as normal except Koishi is adding extra tags that the dish must contain else it counts as a failure. These can include tags the guest dislikes, which means you have to be extremely careful of everything you do while on the clock. Finally, there's feeding Koishi herself. Not the hardest part, but I felt it was somewhat tedious. Koishi summons clones of herself, which you have to feed according to their demands. Feeding those clones offers up what Koishi's tastes currently actually are, and upon feeding her the proper dish she melts down. You need to give her as much food as possible during this time.
The fight as described isn't all that complex, but I did not enjoy it, and I'm not willing to do any of the refights for it. You can take it all the way up to Lunatic difficulty, but I'd rather never experience it again. As far as I'm aware there's also no reward for the refight anyways, as upon winning the competition initially Koishi becomes a special guest even before the refights.
Also this DLC implemented an anti-Yuuma item, the straw doll. Kicking out one cusomter with it equipped will not break your combo. Very funny stuff.



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DLC 2.5 isn't a new area DLC, so it's a bit of an outlier. Rather, across the game on every field now lies an arcade machine. Interacting with it will take you to a brand new rhythm game minigame, akin to the sparrow song that you perform while cooking. It's a simple 2 lane game, akin to Muse Dash, though it lacks the damage mechanics that game contains. There's not a whole lot to discuss about this DLC otherwise, it technically has a story but even calling it that is a bit of a stretch. One character in every area will also have a bit of dialogue to give their thoughts on the machines spread throughout Gensokyo.
As for the songs the game actually provides, you get 3 per area, which make up all of the Izakaya themes. You also are given every vocal track to play, along with the actual 5th crossover I neglected earlier. The opening of Danmaku Kagura Phantasia Lost is playable on the machine, which is pretty funny but very difficult.
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Since a lot of this DLC is only really about collecting them, I guess it's as good a time as any to talk about badges. The DLC don't add more achievements to the game on steam, rather they add badges for their main challenges. These are rewarded for accomplishing objectives like harder refights of DLC bosses and clearing these rhythm game stages at high ranks. They don't have much value beyond the bragging rights, so I felt it not worth it to collect all of them. Certainly adds more to do if you're interested though.
Also, upon beating all the stages of the rhythm game from the 5 main areas of the base game and the boss stage of the base game, you're given a message to relax back at home. Visiting again wraps up what little story the DLC has, as Okina arrives to mostly just sit there then leave. Inconsequential event overall. The DLC is mostly just an excuse for the rhythm game.



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DLC 3 is one that had me very tired of the base gameplay, and it's where I initially took a break from the game. Somewhat regret that decision though, as it's got easily the second bess boss stage of the entire lineup. The DLC itself opens up with the Scarlet Devil Mansion, as Mystia ends up hearing about another festival hosted at the Hakurei shrine. She, along with her group from the izakaya, are recruited to enter the competition for the Youkai Trail to promote beast youkai. Before competing though, you're encouraged to engage in espionage, which Mystia does the only way she knows how, opening shop and making friends. The story's a cute little one following the groups from the 2 temples, Myouren and Divine Spirit Mausoleum. They're both set on winning the festival competitions too. Though, the actual requirement to access the festival is the same tiring one as last time, reaching max bond with everyone. I would've done it regardless, but it feels more annoying when it's the main task.
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The actual festival is one of my favorite parts of this entire game. A unique version of the Hakurei Shrine appears full of stalls and small events you can encounter by interacting with people. You get to talk with your friends quickly before heading into the competitions too. The game even gives you a choice, whether you want to take part in the singing contest or the cooking contest. The singing contest uses the same mechanics as the rhythm game from DLC 2.5, and isn't all that difficult. However, you would be leaving Kyouko out to dry if you were to chose her strong suit and abandon your roots as a chef. The canon route is Mystia taking up the kitchen while Kyouko sings. The cooking competition is worth picking anyways, as it's an entirely different type of boss than any other. You have 3 choices of chef between Mystia, Kosuzu, and Aunn. The 3 friends from the Divine Spirit Mausoleum will also chose one of their own at a time, and you two race to claim customers and fulfil orders in time. It's a frantic dash, and extremely fun. The opponent always has a method of stopping you, but you have no method of stopping them, so you're constantly working to claim tables before the opponent can get you out of the way to claim them herself. Winning the contest in the canonical way also unlocks Mamizou as a new special guest. It's a height of the game with good reason. Though it doesn't quite reach the follow up.



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DLC 4 is the absolute best part of the entire game. Nothing else gets anywhere near as good as this. Unlocking once you reach the Bamboo Forest of the Lost, you can finally visit the Garden of the Sun and the Shining Needle Castle. These are very interesting locations already, with the garden being focused on some of Touhou 9's cast, while the castle covers Touhou 14. Aya tries to draw out some stories using the ever popular Izakaya owner by throwing her into these locations, but gets let down as Yuuka would hardly ever consider harming a weak youkai like some sadist, and the castle's group being disorganized at best. As you keep opening the shop, Aya finally hits a revelation for her story, if one doesn't exist, she just has to make one.I'll be honest, I enjoyed this one the full way through. The main quest is much less tedious this time, only requiring 3 max level bonds, a task much easier to achieve. It does however give bonuses as long as you max out everyone. The cast are great and their appearances along with personalities are very well done. There's quite a lot of random features all over the place in this DLC too, such as the game giving you a fishing rod with a minigame that adds extra collectables to each field.
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The boss fight this time is a super unique experience. Instead of being another normal feeding minigame, it's a mis-match of a tower defense and the cooking game. With a Plants Vs. Zombies like field (which is very intentional, as the devs directly reference it in some of Mystia's dialogue), you place down every rare guest from the DLC at a table to fend off the attackers. You also have weaker fairy units to fill in empty tables. There's tons of strategy as feeding a character powers them up, but feeding them twice pops a spell card that then causes them to lose said the power up until fed again. There's also wider abilities you can trigger over time. It's a real fun experience, and the ending cutscenes are where the game peaks. At some point during them I gained a large smile that wouldn't go away, it made me feel great watching things play out. Beating the boss unlocks a new special guest, along with a home decoration minigame. The furniture is expensive, so it's meant to mostly be a way to offload excess money you've made over the last few DLC. Harder refights are also open to perform, and I'd personally like to beat one but they can get quite challenging.
Quickly, I want to mention that each DLC also can add unique ingredients for dishes. DLC 4 adds possibly the most silly dish, tomato fries with potato sauce, using the new tomato ingredient. Some part of me is full of a desire to actually try that absurd dish.



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DLC 5 is possibly the most unique of the bunch, and it's the one to wrap a neat little bow on the entire game's ideas of Mystia's friendships. Rather than being opened up upon reaching a new area, DLC 5 doesn't trigger until post-game. After credits have rolled, at some point during the nights Rumia will show up, demanding foods she dislikes. Mystia will try to appease her normally, but for some reason it pisses Rumia off. After seeing similar events a second time, Mystia decides to ask for help, and quickly realizes there's a lot more going on than just people's tastes changing. Yukari tasks the bird with yet another heavy role right after Yuyuko's problem had been solved. Go to the lunar capital, and find a way to fight against this vengeful spirit possessing the people. Go to Makai and find the object of the vengeful spirit's fear. The story's pretty interesting, though unlike most of the game it devles much further into fan-works than usual, as both PC-98 and the lunarians aren't all that well explored of topics for the series proper. The main quest this time however doesn't require you to befriend everyone, which is nice.
What isn't as nice is the fact that the possessions can happen on almost any night to any base game rare guest. Serving a possessed guest is a tiring process, as their demands are the inverse of their usual demands. For some, this poses minimal issues. Others though that have quite a number of liked tags that are all very common might as well be suicidal to try serving. The only place possessed guests can't appear is in the DLC 5 areas, so it's an incentive to rush the story as soon as you're in post game.
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The boss offers a really nice conclusion to the whole experience. Rare and special guests from all over the base game will appear to make orders. However, one of the guests can be a fraud. This guest will have a different line of dialogue than usual, with the line being taken from someone else. Mystia, as the one who befriended all of these people, has to now conclude who is saying what they properly should, and who is ordering what they actually like. These dialogues can be any of the ones said when ordering food, the drink, or when the customer likes or dislikes a dish. Mystia is given a power to check if someone isn't who they really are, but it's very limited in usage time and slow to move. Popping it too much might cause you to miss out on checking a guest who you think could be possessed. There's also a timer for the boss that goes down as long as guests aren't fed. You need to stay on top of both feeding people and checking for possession if you want to succeed. These last 3 DLC bosses are great at exemplifying the friendship aspect of the game, from friends helping to win contests, to inviting friends over to play a large scale game, to now using everything you've learned about your friends to save them from a greater threat. Sadly though this boss falls short in one aspect, that being its length. Or rather, I guess it should be falls long. DLC 5's boss fight can take ages to finish, you only need to catch the spirit 3 times, but whether the spirit shows up or not is complete RNG. Spent far longer on it than I'd have liked to. Beating the boss fight finally allows Yukari to show herself properly, not hiding away like the usual scheming asshole persona she puts on. Harder refights are a given, though instead of difficulty options this time, you can inflict specific curses on yourself that change the flow of the fight a little.
This DLC adds a few cheat items, including one rewarded for reaching max bond on all characters in the DLC. A box of infinite possibilities, it makes the game quite silly.
DLC 5 also now adds a rougelike mode as mentioned before, and while I'd like to talk about it, it's currently unfinished and untranslated. Personally not too keen on stumbling around through brand new menus I can't read to experience a much less polished game mode at the moment. Maybe I'll come back once it's finished.



That's a wrap proper for the Izakaya. Feel like I got most of my thoughts out there, but I'm sure I missed quite a few things over the course of this. I just wanted to add this to the thread since I spent so long playing the game, and was filled with a desire to put some thoughts out on it. A lot more of the specifics when writing about the DLC over the base game, but that's just what happens when I covered most of the general topics in the earlier post. I feel like the DLC also deserved this spotlight since they're all so fully featured and thought out as miniature stories. While the base game was enjoyable, the DLC are really where I started to love this game. So many cute moments and good characters hidden away in the sidecontent the DLC offer.
 

HYppog

varishangout.com
Regular
Thinking of getting Labyrinth of touhou but I'm already playing Dungeon Travelers 2..so many dungeon crawlers so little time
 

Dunkag

varishangout.com
Patron of the Forums
The only touhou doujin game that I played was "Marisa and Alice's Trap Tower"
Been meaning to play that one actually, love myself a puzzle platformer game. Never really stuck with it though as I kinda want to play the updated version published for consoles which sadly does not have the english patch. Not like that part actually matters much anyways, barely any story to begin with.
Who knows maybe I'll grab the switch rom in the near future.
 

Dunkag

varishangout.com
Patron of the Forums
Hurry, Yuusha.
Touhou: Hero of Ice Fairy
It's another much more recent game, but by god I love this one. It's still in active support, as DLC 1 has yet to release and the rougelike mode is still in beta, but I wanted to talk about it regardless because of how much it managed to hook me even without the full years of updates expansive content cycle.
I'm naturally drawn to doujin games where a character, especially a more unconventional one, is made into a hero. Cirno's always perfect for this role, being a thick-skulked idiot full of genuine emotion and desire. She's the exact kind of person who, upon taking up a hero's role, would help everyone she met. Her desire to prove herself the strongest hero would have her do utterly insane tasks that should by all means be impossible, and succeed. Helps that she's popular too.
Hero of Ice Fairy for most is about the gameplay, ball busting bullet hell (though still easier than mainline Touhou) with incentives and challenges relating to even more grand accomplishments, like taking no damage during a fight or winning without attacking the enemy. However what caught my eye wasn't just the gameplay or concept, it was the story. Something alluded to even in the free prologue demo is that something greater is happening in the world, related to your quest but not exactly all too clear.




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First up, gameplay. It's the main selling point of the package, so I'd say it's pretty important. Rather than a shooter, Cirno's fights are all fought using the ground. Flight is limited but you gain invincibility while using it, while hovering is an option to quickly dodge smaller projectiles. Cirno's hitbox is actually rather large in this game, and bullet patterns will not always be avoidable. In fact, most aren't. What you instead will use, is your dodge. Using stamina, the same resource as is needed for flight, Cirno can phase through attacks. Don't count on it as a saving grace move though, patterns are designed with specific dodges in mind that when ignored can lead to a pattern that quickly drains all stamina.
The game also offers some ways to counteract these newfound difficulties in the form of items. Starting the game you wont have many, but beating bosses gets you more and more. These equips let you use spell cards to lay damage on or increase livability, grab passives to help with certain aspects of fighting, and even change your shot type to balance best between damage and ease of use.
Every boss is very unique and will throw wildly different things at you, from Clownpiece's moons to Suika throwing herself around the arena instead of bothering with the busywork like shooting bullets. The bosses are also properly jumps in difficulty with each one, the first few are all manageable, but halfway through the jumps made it very hard to keep pace without the practice.
Honestly feel this gameplay loop is really fun as a challenge, it led to a lot of strategizing over the course of the game as I would try and piece together the what I wanted to take in to help with any given boss' attacks. Learning the dance of the bullets ended up being quite enjoyable, enough for me to get a no-hit run done on 3 bosses so far. The game controls well but has just enough difficulties so as to force you to adapt better. For example, the dodge is highly specific about how it wants to work, and making sure you're turned in the right direction can be vital as if you don't turn around in time, you can dodge right into a lot of bullets.



I want to talk about the music so much more than I really ought to here, but I'll just say for short I love the OST. Hero of Ice Fairy does an amazing job setting every scene with the respective tracks for each boss or area. Early game bosses can be more simplistic in nature, fighting simply because Cirno was there, but later on themes can change drastically based on phases, character motivation, and the story. Clown and the Seven Fairies, a track added for Clownpiece's challenge stage, is possibly my favorite. A nice energetic track with some good vocals, and even some forboding statements. Of course Clownpiece herself has little to do with anything, she's just here for the hell of it, but she may instinctively know more than she lets on.



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Getting into the topic of plotting, the actual story. I think this is what drove me most to love this game, is how the story all pans out. Beating the scarlet sisters and realizing they have nothing on her kidnapped princess, Cirno heads back home and goes on to find Clownpiece declaring her home property of the Nightmare Miko and crew. So Cirno gears up, teaming up with the various rabbits of the bunny train she soon finds to go break into the Nightmare Miko's lair and save her lost princess.
Early on, there's a snippet of a hallucination Cirno has after making a mistake, implying something is going on but the idiot fairy has a hard time thinking about such things. The game continues on and leaves those small bits of something more in the background, waiting to pop out. Bosses often seem to have minimal reason for fighting and rather lackadaisical about this whole affair, despite supposedly being on the side of the Nightmare Miko. They're all still spreading chaos in the lands though, so it remains our wonderful hero's job to put an end to it all. Also, just a warning, I highly suggest if you're interested to play the game yourself. I love the way the plot progresses. If you need a small push though, some reason to think the story has merit, I offer you this small little summary of some of what truly got me hooked.
However, beating the Nightmare Miko achieves nothing. After all, this whole world remains a ruse. Cirno was never meant to be a hero, she ought to be the silly fairy she usually is. Reimu doesn't fit as a villain, a lazy shrine maiden need not care for such things as power. With one last push, one last effort, Cirno can take this whole lie apart. Tearing open the ending, ripping apart the falsehoods gives you a small chance, while not being watched, to talk with the Hakurei Shrine Maiden, the real one. Off she hands you the last remnant of someone, and whoever it is has left her remains all across this false world within the many bosses, Reimu suggesting this object is dangerous because of the connection. Our fake princess even chimes in, suggesting the last remain should be reunited with the proper owner. An option that never should've been there has now opened up, so it's time for the hero to truly show her worth.



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As for this game's appearance, it's quite nice. Art is very well drawn and, if not at all obvious, full of fan service. Even from the title screen, Cirno's legs are accentuated and a thigh squish shown clear as day. The in game appearance is pretty good too, I almost never had trouble distinguishing bullet from background, nor did I have trouble spotting the bosses even during hectic patterns. It's certainly not a perfect style nor all that unique of one, but the game gets full marks for being true to the developer's desires in the art.



Yeah, it's a bit of a short one. Fitting since the game itself is quite short, even with my struggling and awful skills at danmaku games, plus 2 restarts due to early access chances, I managed to clear it in under 10 hours. I really like this game and I think it's well worth a shot for anyone interested in Touhou. It's a work that plays with the series and characters in a way I really like, yet so rarely get. A unique world similar to Gensokyo but not quite the same, personalities still being what they are but fulfilling different roles. It's kinda like what Advent Cirno offered, but sadly that project never made it to the finish unlike this one. The prologue is free on steam, and the full game is only $7 USD, going down to ~$4.50 USD during sales. Supporter packs for each respective release are about $2 each and include all the CGs, the portraits, the OST, and some comissioned artwork for the game in high res. Rougelike mode is currently in testing for the full release, and DLC 1 is coming within the year, offering a highly concerning invitation from a closed eye satori, who claims to be an idol.
 
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