IaMP - Touhou Suimusou Immaterial and Missing Power - Tutorial Video Completed
With this game so close to release, I thought I’d get things started. Here’s what I posted about it already in another thread.
Note: there’s more than likely been some core engine changes to this which makes the above invalid.
The latest demo version is available for download on Tasofro’s page, which has some substantial gameplay tweaks, added practice and story modes. I’ll be updating the thread with random observations and maybe some footage here and there.
Where can I get the game?
It’s available from C67, Winter Comiket: a large gathering of doujinshi circles. It’s also available for preorder on several doujinshi sites like Akibado and Toranoana, as well as Himeya eventually.
I want to download it.
The demo version is on the site.
The full version, putz.
It’s twenty fucking dollars. Just buy the damn thing, and get a legit copy of MBR while you’re at it.
Any other doujin fighters like this?
Act Cadenza isn’t a doujin game.
More on IaMP as I play around with it.
Here’s what’s up so far:
You can combo into the guard crush attacks (22+A/B). 22+A hits high, 22+B hits low. Some crush attacks will cause wallbounce if you’re close to the wall.
There is a complex guard crush system. You’re allowed to block any attacks high or low, but blocking “the wrong way” will drain your spirit gauge VERY quickly. Also, if you guard a guard crush attack the wrong way (i.e. blocking low for a 22+A) you will instantly be guard crushed.
By the way, this guard crush thing doesn’t reflect in training mode, but that’s because the AI is glitched.
EFZ-style juggle meter can be turned back on. It’s the third checkbox in Options. It doesn’t change any properties, but it makes it easier to see what’s allowed.
You can still block when you’re guard crushed, but you must block correctly or else you will be unable to. When guard crushed, you also have no spirit to work with as far as projectile-based moves and card supers go.
The config.exe that comes with the demo has problems running. If you want to use a pad and config.exe doesn’t run for you, you can replace it with the C66 config.exe. This will allow you to config the controls, but you will not have music in the game… until you crank music volume up in Options.
The demo crashes after you finish playing with Youmu.
Super cancels are now enabled (still have to declare a card first, though).
Dashing now gives you a dark blue silhouette. Aesthetic. You can still dash using D + a direction.
The title screen now is different and has many more options for a complete game. There’s a cute little bit in the manual about this. STORY MODE: (explanation) PRACTICE MODE: (explanation) NEKOMIMI MODE: Does not exist.
Card supers now require spirit, so you can’t infinitely spam them once you’ve declared. Some of them require more than others; Marisa’s hat beam drains all of her spirit instantly!
22+C bombs are limited to 2 now. You can do them any time, even during guard stun and combos. Bombs are the large green tiles; they seem to come to you every 3 knockdowns. You also earn a small amount of spirit tiles upon a knockdown, a small amount from counterhits, and a certain number upon hitting your enemy when her bullets are on-screen.
This game is… different. It doesn’t play like any fighting game ever, and I’ve played a fair number of them. Again, the focus is on projectiles, meter management, and mobility. Mobility is key to graze bullets (dash through them), avoid being guard crushed/spirit drained, and to launch your own offensive.
There’s six characters so far, and I really hope we get more. The presentation is superior to EFZ, but right now I think the game needs some serious sit-down time to determine if the engine is as good. They can’t even really be compared on the same level except for the juggle bar, as nothing else in the game works like anything in EFZ.
Reserving full judgement until I pick up the full version.