Touhou 東方潮聖書 ~ Sapphire Panlogism - Perfect Extra Stage (No-Miss, No-Bomb)

Touhou 東方潮聖書 ~ Sapphire Panlogism - Perfect Extra Stage (No-Miss, No-Bomb)

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Extra stage time.
Clear of the stage without getting hit and without using any bombs.

Pretty easy Extra stage overall.
Most of the patterns here are puzzle-patterns, and once you figure out the trick to them they become pretty simple.
It also helps that Hecatia -really- melts this boss because you can pointblank almost all of it.

The final pattern is a bit weird because the bullets move along with the boss.

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New free Western Touhou fangame that came out the other day that's been in development for like 4 years.
Probably the most technically impressive fangame ever made in Danmakufu, it even went as far as to use a modified version of the engine. The effects in this are out of control.
What's cool is that they also included a true fullscreen mode to help reduce the input lag, which the original engine didn't have.
The music is also quite good.

This game has quite a bit of content.
Besides your standard 6 stages and Extra stage, there is also another Carrefour stage and unlockable Last Words. The stage 4 boss also has all different spellcards for each of the four shottypes.
Carrefour stage is like Extra 2 while for the Last Words you need to do specific things in the stages to unlock them for spell practice.

System in this game is based around the droplet system.
- Stages: Enemies have red, green or blue aura's and drop droplets of the same color when killed (red and green turn into blue after a while). Collect 10 droplets of the same color to start a border. This runs out after a while or you can cancel it manually by releasing the shot button. Collect 10 more droplets of any color to refresh the border timer. When the border ends you collect all items on screen and you get a score bonus plus a resource bonus depending on the colors and how many droplets were in your border (red for life pieces, green for bomb pieces and blue for score items).
- Bosses: For bosses they cycle between a red, green and blue aura, beat spellcards when they are at a certain color to get the equivalent reward.

Game can be quite hard but you can get a lot of resources if you game the system well.

Hecatia has a really cool shottype where you can switch between three different shots with the C button.
Blue is a decently powerful forward-focus, yellow shoots over a wide area but is pretty weak and red is a really powerful short-range flamethrower with an area of effect.
The shot is kinda like MarisaA from DDC but not garbage. Since you're not helpless when you are forced to the bottom of the screen. The flamethrower really melts things when you pointblank with it and is really fun to use. Yellow is probably the least used shot, the only time it's really used is when you want to hit something that's not directly under you.

The system is quite fun and I like how the stages reward aggressive play, which you can certainly do with Hecatia.

This is probably the game with the worst bullet visibility I've ever played though.
Every aspect of the game is either extremely bright and/or transparent with addictive blending and everything just kinda melts together into one giant blur. It's really hard to tell apart what is a bullet and what is an effect.
The graze effect looking like bullets isn't helping either, I mean just look at this: https://i.imgur.com/19Bhcls.png
Some bullets are also so tiny you can barely even see them when they have a similar color to the background like in the final boss nons.

This is also the only major fangame in recent time that doesn't come with a nonspell practice or even a boss practice.
This is not a huge deal per se, but combined with the visibility issues it kinda paints a picture of where their priorities lay here.

Besides that this is also like the only fangame that comes with a power system.
You lose 0.50 power after a death and the difference between 4.00 and 3.00 power is pretty huge, at least with Hecatia. Most spellcards only drop 0.30 power.
The power system in Touhou has always been an archaic thing that adds nothing except annoyance. Most other fangames seem to understand this by removing it entirely, so I can't really applaud the inclusion of it in this game.

Also wish manually cancelling borders was done via a separate button instead of just releasing the shot button. Because it's really easy to accidentally cancel the border and it's honestly quick awkward when you're trying to control enemy destruction for droplet control.

Supposedly they're working on a patch to fix some of the visibility issues so at least there's that.

Download the game here:
https://www.bulletforge.org/u/badz/p/dong-fang-chao-sheng-shu-sapphire-panlogism
https://urbanmagic.itch.io/thsp

00:00 - Intro
00:23 - Extra Stage
03:40 - Extra Boss

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