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The project mirrors the prolific dôjin (amateur) Japanese scene and we made our game always with this specific creative context in mind. For the game design, our main goals were to mix the manic shooter subgenre with original and challenging mechanics that could be seen during the NEC PC-Engine/Super Famicom era. Since we enjoy games that are well balanced and that rely mostly on skills, we decided to remove any form of power-ups in order to obtain a precise and demanding game design that values our gameplay mechanics.
The gameplay introduces challenging mechanics such as bullet counter (directly inspired from SFIII: Third Strike) and blast pods represented by your 3 Karasu-Tengu partners.
In that sense, the “counter” mechanic is the more original feature of the game as it breaks the dodge’nd shoot routine common to the shoot’em up genre and let us experiment with new rhythm and bullet patterns. The feeling of danger/courage the player gets when confronting a bullet is the gamer’s rush we are looking for in our design.