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Thanks for the comment!
I never imagined someone would discover Touhou through a mod I made and even come to like Remilia — that makes me really happy!
About the projectiles: in the original game, they can be grazed (made harmless by dashing), so I personally think they’re already plenty strong in this game even with their current range.
But hey, since you mentioned it, maybe I’ll extend their range a bit in the next update.lol
Regarding the issue with SA1, I tested it myself and it worked normally without causing any crashes.
That makes me think there must be some specific condition that triggers the crash.
One possible cause could be that, in order to replicate the original game, I made each projectile’s trajectory and speed completely random. That randomness might be causing problems.
I’ll release an emergency update soon that temporarily removes the random elements, so please check if that resolves the issue.
the presentation on this mod is very good actually, i quite like it
funny that her intro potentially framekills herself and leaves her pretty weak at roundstart
her supers look very nice but are extraordinarily slow. unless she has moves that leave her +120 (which she should not), you're probably not hitting them
i think this is cool though, good job so far
That said, I’ve gotten more feedback than I expected, and there’s a lot to fix — so it might take some time…
Still, I really appreciate all the suggestions people are giving.
Everyone clearly knows this game better than I do, lol.
About SpellA — it's basically like a Shoryuken (DP) in other fighting games, and it has invincibility on startup. In other words, it's meant to be used either as a combo ender or as a reversal after getting knocked down.
But now I'm wondering... maybe this kind of move isn't really necessary in this game?
Is it the kind of game where you can just combo off of invincible moves normally?
I totally overlooked the fact that all the supers can be parried — thank you for pointing that out. To be honest, I designed the supers with the assumption that they’d be used in combos. Or maybe as risky reversals after a knockdown — not sure how effective that is in this game, though.
In any case, I’ll try to fix whatever I can in the next update. Thanks again!
First, about the names — honestly, there's no better way to call these moves. Everyone who’s played the original game refers to them by these names. If you still think I should name them individually, I can try, but just a heads-up: my naming sense is absolutely terrible, so they might end up sounding pretty weird...
As for Remilia Stretch, that’s actually how it works in the original game too. It has a long charge time and can be avoided just by walking away. To be honest, I implemented it thinking, “Maybe you could combo into it in this game if you try hard enough,” so it’s kind of meant as a half-joke move.
(If that's technically possible, that is.)
Perhaps it would have been better if I had taken some liberties?
my real complaint isn't about the character moreso than a "if you were to play her in a real game"
she (from what i played) has hardly any combos, and some moves are quite sluggish in speed.
A very good port but is too off from the YOMI norm. Still an amazing upload and hope you make more cool Touhou mods! We need more of em.