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Thread for all things gameplay related.

Resources:
Touhou Project All-In-One Pack (東方 Project) ver. 2025-12-23: https://nyaa.si/view/2057254
Thprac: https://github.com/touhouworldcup/thprac
Touhou 1cc Tracker: https://doopu.github.io/1ccTracker/
Maribel Hearn's hub for Touhou tools and information: https://maribelhearn.com/
Lunarcast replay archive: http://replay.lunarcast.net/
Silent Selene replay archive: https://www.silentselene.net/
Pndsng leaderboard: https://thscore.pndsng.com/index.php
Neko Project 2 https://www.yui.ne.jp/np2/
The Touhou98 Experience v3.0.0: https://nyaa.si/view/2055019
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>>51238945
2 days!

Is there any info on what new systems are actually in the "New Classic" mode?
>>
Not really gameplay related but, I kinda wish more games had the midi option, in all games that have it the midi versions of the soundtracks sound really nice.
Well, I guess only if you have a decent midi sound card or emulate it through software ^^;
>>
Managed to get a Hard 1cc in PCB on second try.
It's funny how when I first played it on normal it took me longer than EoSD but this time around, EoSD took me like 2 months while PCB 2 tries.
>>
>>51240068
Yeah, the games' difficulties tend to scale differently. For example, SA is widely considered to be a top 3 difficulty game in Normal, but its Lunatic is one of the easiest.
>>
still trying to 1cc eosd on lunatic. got to scarlet gensokyo but like. ok. this spell card is complete bullshit. never ends. bullets spawn on top of me. 4 bombs were not enough. really actually feels like the universe is pranking me lol. cried a bit. being bad at stuff takes a heavy toll on me.
>>
>>51240839
ganbatte
>>
>>51240839
also
>cried a bit
cute
>>
>>51240068
You're getting stronger.
>>
>>51239576
last I checked what we know so far is
>infinite lives mode
>hitbox visible when focused
>point of collection works like modern games (always available instead of requiring full power)
>boss marker at the bottom of the screen
>>
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>>51240892
I hope there's more to it than a few QoL improvements that way it's differentiated from the original game. If it's just a graphical upgrade with those additions I don't see any reason not to simply play OG EoSD.
>>
>>51240909
What did you expect?
It is just a remake after all.
>>
does playing for score matter at all for an eosd lunatic 1cc? i'm asking cause my number 1 cause of early deaths is trying to optimize grazing and point collecting. is there a cap for extra lives? do i not need to optimize at all and just play it safe? i think the answer is obvious but i can't sit still for the life of me lol
>>
>>51242993
IIRC there are 4 extends and the final one is at 60 million. No need to optimize really but just take note of safe spots where you can hit the point of collection after a big screen clear.
>>
UFO is fun in normal
>>
>>51240892
>>point of collection works like modern games (always available instead of requiring full power)
I wonder how much this could change up scoring
>>
https://x.com/soc_saudade/status/2097730528921465141
SOC got eosd new classic LNN in less than 2 hours. it seems to be easier with the hitbox changes but still very impressive
>>
>>51245123
Funnily enough I was doing worse in New Classic than in the original. I'm used to EoSD's lack of hitbox and i've played the original. That being said, I am playing New Classic on handheld mode on my Switch 2. My eyes haven't really adjusted to the smaller screen, it almost feels like how I was playing when I was a beginner, with my eyes glued to the bottom, with rare exceptions that come from my own knowledge of EoSD's patterns rather than the opposite. It did make Stage 5's post midboss Sakuya's part a tiny bit easier, or maybe other instances, but EoSD isn't exactly the most micro heavy game in the series.
>>
>>51245312
Supposedly New Classic is always at max rank so that's probably why it feels harder
Of course if you're LNNing you won't notice that
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>>51245123
SOC is literally the best survival player to ever live, I think it's more surprising that he didn't LNN on first try. IMO new classic is harder
>>
Is NC's Extra harder than original, or about the same? Or easier, because of the bullets being higher res and moving more smoothly.
>>
>>51245317
>Supposedly New Classic is always at max rank
Weird I guess that's intentional alongside the PoC change?
>>
>>51245317
>Supposedly New Classic is always at max rank
actually new classic doesn't even have rank at all
>>
>>51245884
If it's always at max rank then of course it doesn't have a rank system. What he meant is it plays like the original would at a fixed max rank.
>>
>"Whaaaa I hate Rank because I have a double digit IQ!!" - people, probably
>ZUN: "Okay I'll just make the game harder"
Chad move desu
>>
>>51245884
>>51245891
Well that's also what I've heard but I'm not sure how it actually translates into the game. If it doesn't have rank then that could either imply it's always at minimum or maximum base game rank.
I've seen some patterns seem easier than usual and some seem harder. Hitboxes are also different for multiple bullet types. Reimu might have lost some weight too. It's hard to gauge the difficulty of this version without concrete facts.
>>
>>51245929
>Reimu might have lost some weight too.
She definitely moves a little faster compared to OG
It would be neat to see a list of all mechanical changes from the original game without having to wait for based autists to reverse engineer everything
>>
man getting this bonus extra is probably the hardest thing I've had to do since 1ccing Lunatic UFO
I'm way too inconsistent to get good capture counts
>>
I managed to beat EoSD NC Extra in a handful of tries yesterday, and when I found out there's something extra I've been trying to capture cards. I managed 7 in one run but choked super hard to Q.E.D.; have people confimed how many captures you need to see the bonus stuff? I've heard both 6 cards captured and 9 cards captured as the requirement.
>>
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I really don't understand this attack.
Part of the bullets seem to lock on when she starts shooting (mostly the bigger ones) while others move with you.
So the trick would appear to be to move as little as possible but sometimes it works, other times it doesn't.
Is this one of those attacks that you need to get good RNG for it to be even possible to capture?
>>
>>51248240
It's 6, from my own experience.
If you're using challenge mode, you must also clear Flandre with the heart count at 2 or below (This is the equivalent of you beating Flandre on your last life).
>>
>>51249804
I've heard it's also unlockable no matter what you do as long as you capture ripples.
>>
>>51249809
Can't confirm that one, I haven't captured QED myself, but i've also heard that.
Do Flandre's TLB spells show up in the spell practice, or are they supposed to remain hidden?
I can't do the Steam achievement of unlocking all the cards on Switch 2 but I kind of am curious and playing along as if I could.
>>
>>51249812
I've beaten extra phantom and can't find them in spell practice at all, but I do think capturing Q.E.D is real cause I have gotten the extra spellcards every time I do capture that card but can never get it to spawn when I fail it for whatever reason even with a near perfect run
>>
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>>51249804
Thanks for the confirmation. I got to it a handful of times in Standard but the fact that you can't spell practice them made it feel impossible. As soon as I swapped to Challenge and got a run that let me see it in that mode, it happened to be the best Flandre run of my entire life where I didn't die once until Q.E.D. Sadly I choked THIS close to the end final spell or it would have been a run that cleared in Standard Mode. Now I have to keep trying especially because I just realized I didn't save a replay, hopefully I can do it legit
>>
Is Vpatch still the thing to use or is there something else now (neopatch?)
>>
>>51250219
There's OpenInputLag patch, which is an improvement of vpatch with support for more games.
https://github.com/khang06/OpenInputLagPatch
DL here:
https://maribelhearn.com/tools?hl=en#oilp

Ans there's neopatch which is even newer, but doesn't support 14.3 yet.
https://github.com/astral4/neopatch

I've found these two to be more or less the same as good as vpatch on the games vpatch supports, but I haven't checked the exact lag numbers yet.
>>
>>51250962
Thanks for the info. Might go with neopatch since it seems to be actively developed.
>>
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>>51249746
NVM figured it out.

By the way that "newspaper extra" thing, do I have to do something to unlock it?
>>
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(Someone told me to post this here since it might be a better place than the personal projects thread)

You guys wanna play some janky PoFV?

I'm making Touhou Web Arena, a recreation of Touhou 09 and some parts taken from Touhou 19. The twist is that you can play it in the browser, no client download or Adonis required, just go to a itch.io page, click play and you're good to go.

https://oosad.itch.io/touhou-web-arena

The project is in a basic state; it has two characters, one music track, some sound effects, and mostly all the mechanics are there. It's multiplayer: when two people queue, it's first come first serve and they get matched up, though there's support for private rooms if two people use the same password. Or, you could play against a rudimentary bot I've set up (it's pretty bad but should get you an idea of what we're going for).

You play with the arrow keys, hold Z to shoot and X to charge the spell bar.

Yes, the code is all AI slop. We've gone through great pains to optimize the game for web browsers though, and it should run without issues, save for a few grunts here and there when you activate spellcards and in high intensity moments and such.

We're also borrowing (stealing, really) ZUN's art, which is a big no-no with him, so in the future it'd be nice if a pixel artist or spriter interested in the project would get in touch with me.

I was hoping to get some real shmupheads to test it out and give me feedback, either here or in whatever itch.io feedback thing they got going. The test will last just until the end of today, maybe tomorrow as well. I'll take it down then and work on it some more over the week, then we can do it again, if the almighty janitors allow it.

The plan is for us to implement all the original characters from the games, and then maybe go real wild and implement characters that aren't even present in either, with custom mechanics and twists.

That's it! Let me know your feedback if you have any, no matter how small it is. And thank you kindly for playing Touhou Web Arena!
>>
>>51251955
I really love the idea behind this, gonna take a closer look after I get home
>>
>>51251955
Sorry lads, seems like there's an issue where only one match can occur at a time. I'm on it and I'll update the game ASAP.
>>
>>51251955
i played a practice for 5 minutes
i can't see naything unless i set browser zoom to 60%
the gameplay gimmick (shooting fairies to generate bullets) is pretty interesting, however there are no waves or anything, it all seems to be generated randomly. i'd much rather prefer some preset wave types like in original games
so it's kinda okay for a prototype i think. i can give more feedback when there's more game to play
>>
>>51251955
It seems to have a fair bit of potential. Here's a few things I've noticed, though:
- Compared to PoFV, the game doesn't make you lose two full circles of health when you get hit after a long time. Whether this is actually worse is debatable.
- The game doesn't fill your gauge when you get hit. Whether this is actually worse is not debatable.
- The full screen button tends to go off screen, it should be on the top left for visibility.
- The main menu has clickable buttons, but the character selection menu doesn't, and the end of match menu is clickable but clicking does nothing there.
- The thin warning laser at the start of Marisa's EX attack deals damage.
- The warning message shown when someone fires up a charge attack should be shown on the respective opponent's side of the screen.
There are no janitors in here, by the way. They only care about vtubers nowadays.
You should also look into LoOZ (download the demo) and its modding system, reachable by opening the game's install folder. Having something similar would make your game more flexible.
>>
>>51252202
>>51252235
Thank you for the feedback, mates. I will shoot for a major update every weekend. Your concerns will be addressed, and more content like extra characters and stages will be added. God, and our masters at Big AI, willing.
>>
Someone remind me why patchouli's water spell card is insane on normal and piss easy on hard
>>
>>51252705
ZUN can't into difficulty scaling. Sometimes removing bullets to turn Hard into Normal makes the pattern harder to figure out, and thus dodge.



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