5 DEMONSTRAçõES SIMPLES SOBRE TOUHOU DANMAKU KAGURA PHANTASIA LOST EXPLICADO

5 Demonstrações simples sobre Touhou Danmaku Kagura Phantasia Lost Explicado

5 Demonstrações simples sobre Touhou Danmaku Kagura Phantasia Lost Explicado

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復興の鍵となるのは、「ダンマクカグラ(リズムゲーム)」。ダンマクカグラを通じて手に入る記憶の結晶<ミタマカード>を集めることで、隠された真実が一つ一つ明らかになっていく。

・弾幕シューティングと、リズムゲームの要素を合わせた全く新しいゲーム体験

anime If you're looking for a story that uses giant robots to do something different, something smart, maybe even something a little political, this is worth your while.

Incorporating more CG art and occasional voice acting could have significantly elevated the otherwise underwhelming story. They could have provided much-needed depth and immersion to the game's storytelling.

DanKagu’s story centers on Reimu and her party restoring a destroyed Gensokyo. Gather Spirit Cards of your favorite characters, form a party, and battle the iconic bosses the world has come to know and love in a rhythmic danmaku duel.

- You can stack up combos and get a high score by hitting the notes consecutively, coming through the seis lanes.

You can stack up combos and get a high score by hitting the notes consecutively, coming through the seis lanes.

It seems like the game favors holding Touhou Danmaku Kagura Phantasia Lost until after the note fully ended over letting go right at the last frame. Usually results in a Bad/Great rating instead. Would be interesting...

- You can stack up combos and get a high score by hitting the notes consecutively, coming through the seis lanes.

The player can also build a personalised Spot known as ‘My Space’. Buildings, items and furniture, and characters from other Spots can be combined into a cozy Spot suiting the player’s tastes.

It's a visual feast that captivates players and draws them into a trance-like state, compelling them to tap away in rhythmic bliss.

This may be an intentional approach, but it ends up hindering the experience rather than enhancing the story's intriguing memory loss concept.

- No way to preview/test your sync offset aside from manually playing, and you don't really get any units of measurement to work with like frames or milliseconds, just "number feel good" vs "number feel bad".

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