The fantasy bullet battle to end monstergirl genocide! Turn hateful humans into lovable demons in this 90s arcade style shooter, inspired by Raiden Fighters, Strikers 1945, and Battle Garegga. The exiled princess Amelia has turned into a succubus and joined the peaceful monstergirl tribe. Then invaders arrive led by her sister Angelina. Fighting back with her newfound powers of hypnosis and demonization she departs to take on the kingdom in a desperate bid to save her new people. Seven challenging hand-crafted levels packed with beautiful pixel art - defend your forest, fight through towns, break monstergirls out of dungeons, race against cavalry and more Battle fearsome enemy forces - masses of infantry and artillery, nimble swordsmen and assassins, tricky spellcasters and mighty magical constructs Capture their souls - transform them into fellow demons and watch their powers grow with yours Simple game systems reward natural and intuitive play - stay alive, shoot and bomb, and the rest will follow Three difficulty levels - beginners, enthusiasts, and experts can all enjoy Rock out to a gritty, stompy YM2612 FM synth soundtrack Rich retro visual customization - portrait or landscape, low or high res, smooth or sharp pixels, stretch or no stretch A twist on the old monster-slaying story - includes free digital comic book revealing events before the game
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The first 4 stages are not too intensive but it picks up around stage 5 and stage 6 and resembles the more classic or Toaplan/Raizing like affairs, with some fast and tricky patterns to dodge. The game is very forgiving with lives and bombs. There's a meter that refills 3 bombs slowly, and when you have all three, there is an autobomb. Bombs are strong. Additional ships also assist you when your power is maxed out by blocking bullets and collecting more heart medals for score.
Also no, a million shots that just home at you is not level design.
It's not perfect tho. Visual clarity is far and away the most nagging part of the experience. Bullets easily blend into your sprite's similarly-colored hair. Enemies tend to have very little visual presence since they're mostly villager NPC's that blend in with the other NPC's you rescue, on top of also being able to hide behind background elements for cover. Then you got some enemies that stealth-dash between obstructions fucking ninja gaiden style, and your options which are also NPC-shaped and poorly-colored. So it leads to you going through most of the game not really knowing what you're shooting at, and not really feeling like the stuff that's hitting you is fair. It's that awkward difficulty balance of having hard moments but not really being too hard, which makes the scattered deaths feel like slaps on the wrist instead of challenges to overcome. All these problems really culminate near the end; I breezed through the first 6 stages on my first credit, then took 30+ retries to beat the last stage.
Good game otherwise, it's really cool to see the continuing trend of shmups diving deeper into storytelling, and I'm glad the genre hasn't been held back by heteronormative expectations that latch onto other sectors of gaming. Call it the perks of being in the same extremely niche subculture as Touhou.