Touhou Nil SoulEnglish Content Available

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1. Merging Round System and Bullet Hell! - Round System Bullet Hell 1-1 What is the Round System Bullet Hell? In short, it is a gameplay that combines the round system with bullet hell. Players control a character only once per turn, and the bullet hell moves along a predetermined trajectory. For example, when moving character A, players must consider the positions of B, C, and D and their future movements, aiming to avoid getting hit by the bullet hell as much as possible. The most important aspect of this bullet hell system for players is prediction; it requires discerning the flow of the battlefield, making it a game as deep as chess. 1-2 How to play the Round System Bullet Hell? You can enjoy a variety of bullet patterns, drawing many references from the original Touhou series. The bullet patterns are mainly categorized as follows: fixed trajectories, random trajectories, tracking bullets, area lockdown types, and more. Additionally, the boss's own skills further increase the variety of bullet patterns. For instance, Lumiya can hide bullet patterns, creating a situation where they are invisible, thus challenging players’ proficiency in bullet hell; players must read ahead to avoid them. Another example is Hong Meiling, who excels at repelling attacks. Even if players dodge the bullets, Hong Meiling can use her skills to push players into the bullet patterns. We want to establish a symbiotic relationship between boss skills and bullet attacks, allowing for diverse gameplay experiences. 1-3 What are the countermeasures against bullet hell? There are now three methods: dodging, taking hits, and eliminating bullets. It goes without saying that dodging and taking hits are essential, but allied characters can also eliminate bullets. For example, they can use skills to eliminate bullets within a certain range or use spell cards that eliminate large areas of bullets while dealing significant damage. By effectively utilizing skills, we want to make it possible to eliminate bullets while also dealing damage to the boss, creating an enjoyable bullet hell system. 2. Six Types of Skills, Infinite Combinations! The skill development aspect has taken the most time in the creation of this game. It is not an exaggeration to say that whether players can fully enjoy the game depends on the combination of skills. We have designed the skills as follows: Physical Attack: Deals direct damage, a combat method without consumption, while also allowing for the recovery of spirit energy, but has distance limitations. Defense: A defensive skill that reduces incoming damage. Bullet Hell: Currently a boss-exclusive skill, fills the battlefield with bullets, encircling and repelling players. Spell Card: A spell card, a special move. It deals significant damage but also consumes a lot of resources, with various effects attached. Familiar: Currently a boss-exclusive skill, increases the richness of the boss's actions through summoning magic. Support: A skill that responds to various battlefield situations and provides support. 2-1 How enemies use skills Enemies have three timing methods for activating skills: one is voluntary random activation; two is conditional voluntary activation; three is conditional passive activation. To explain: 1. Under normal conditions, enemies will randomly activate a skill once per turn. 2. When certain conditions are met, enemies can activate one or multiple skills. 3. When certain conditions are met, enemies will definitely activate one or multiple skills. 2-2 How players activate skills Player skill activation is divided into three parts, including two normal actions for attack and defense, while simultaneously being able to equip 3 to 4 skills. Normal attacks have a range, and activating skills consumes spirit energy, with no restrictions on defense. Regarding skills, the following rules apply: 1. There are range limitations. 2. Some skills require chanting. 3. Skills have cooldown times. 4. Some skills are affected by gifts and cannot be used during combat, but their effects continue (for example, floating enemies do not take ground damage). 5. Additionally, the second phase of development is underway, aiming to provide players with more freedom of choice. 2-3 To make it more interesting, an additional familiar system To prevent long boss battles from becoming boring, bosses will summon 2 to 4 familiars during combat. Familiars will also be added to the action slots, and each will be treated like an enemy. The actions of familiars are special, supporting the boss while acting together. How to deal with familiars during combat is considered one of the joys and depths of the battle. 3. Allies, Equipment, and Circular Design for Stage Exploration 3-1 Ally Placement System "Eastward Dream Soul" is an RPG where players form a team in a round-based bullet hell game, allowing up to 5 allies to be placed in a team. Allies join the team as the story progresses. Each ally has a unique personality and different areas of expertise. By utilizing allies to create a more compatible team, players can make battles easier. Additionally, allies have the following mechanisms: 1. Allies have a growth attribute system. 2. Allies have 3 to 4 skill slots (with plans to increase slots in the second phase). 3. Allies have three equipment slots for weapons, armor, and accessories, allowing for attribute enhancement. 3-2 Equipment System We have introduced an equipment system into the game, allowing allies to equip items that significantly enhance their attributes, making battles easier and more enjoyable. Equipment has the following characteristics: 1. The only way to obtain equipment is by winning battles and using "Zero Souls" at the Kourindou. 2. Equipment that becomes usable has random attribute values. 3. The equipment that drops in-game varies by stage; for example, if Reimu's weapon drops at the Hakurei Shrine, the next Reimu's weapon will not necessarily drop from the Hakurei Shrine again, preventing player fatigue from having to defeat the same boss multiple times. 4. Weapons are exclusive, while armor and accessories are shared. 5. Equipment that drops in each stage remains effective until the next stage, at which point those items will be replaced with new equipment. 3-3 Stage Challenges We have created a map from the Hakurei Shrine to the Scarlet Devil Mansion. The combat locations from the original series are marked on this map, allowing players to challenge old foes once again. The challenges have the following points: 1. Defeating each boss unlocks the next area. 2. Challenges in each area can be repeated. 3. Equipment obtained in each area is random. 4. The story elements visible in each area can only be seen the first time. 5. We are currently improving the game to make it more enjoyable. 4. Others 4-1 All characters from the Scarlet Devil Mansion are playable Players can control 9 characters from the Scarlet Devil Mansion series, excluding Reimu and Marisa. 4-2 Interesting Story We have prepared a lot of stories for "Eastward Dream Zero Soul," aiming to provide players with as many entertaining elements as possible while outlining the main storyline. Yes, indeed, this is a game that can be enjoyed from start to finish! Enjoy the story to the fullest! 4-3 Remixing original music! Recent Touhou fan songs have a lot of original components, and we aim to deliberately go against this trend. We are remixing original songs and have prepared 23 tracks, with plans to create more in the future.

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