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Developer made some REALLY GOOD 1v1 pvp aereal bullet-hell games
MMO mechanics in terms of like, boss phases and stuff, a good single player experience as well and 4 player coop
It's not a mobile game at all. You don't have microtransactions or anything like that. You just play game and have fun and pet the shopkeeper.
The game is at its best in a lobby of 4 players because it simulates modern mmo raiding. Specifically FFXIV's.
Playing alone just makes most segments bullet hells, so it's more like touhou solo.
If you've never raided, you could enjoy it, but it's not really going to mean anything special to you. At that point it's just a bullet hell - though if you enjoy bullet hells, it's a good one, just like this dev's other title, Maiden & Spell.
It may also hit different if you don't like global cooldowns.
The entry price is also low for such decent quality experience, where as a lot of games would ask for 2-3 times more money for a worst experience. We need more games like this. Hell, if there was a support dlc that gives nothing for 10$, I'd probably buy it.
Honestly this game wouldn't be out of place among the more high effort flash games from back in the day those were a thing.
BTW singleplayer is a distinctly different experience. Playing alone makes all the boss patterns more shmup-like (faster and more dense), to make up for the fact you don't have to worry about coordinating with other players to solve boss patterns.
To me, it felt like a mediocre shmup with iffy UI, annoying cooldowns, and among the worst KB+M controls I've ever seen. However, much of this serves to add to its emulation of MMO mechanics, so for people who like those who like them, it'll be very fun, probably somebody's favorite game. But I can't get into it.
Thankfully, the aforementioned demo exists, so no one should ever pick it up the full game and be disappointed--it tells you what it is openly, and then lets you try it out just to be sure.
As for the mobile game accusations... putting aside the derogatory connotation that carries, I can kind of see that, in that the game could be played with a touchscreen with only a few UI adjustments. Skill icons could be activated by touch and the mouse movement controls are already a bit like move-towards-finger movement seen in some mobile games. Not what the devs were likely going for, but by coincidence it came to a similar design.
Meanwhile pure digital inputs are always sharp and accurate, specially when using Focus mode for smaller adjusments.
Not sure what kind of issue you have with the UI. There's plenty of options in the menu if you can't read something or if you always want something specific highlighted at all times. I never had a problem with reading it outside of certain patterns being a little bit too fast to react to in higher difficulties.
It's just the simplicity of an shmup system. Not too many buttons and very easy (yet hard to master) controls makes it fairly simple to translate into that control scheme. It's not particularly a good one, mind you, due to the lack of tactile 'feedback' and in some cases blocking your screen visibility just to interact with the game, but it works.