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and there is a boss there
Protip: Don't worry about the enemies (well besides the red buggers), only focus on the attacks and learn their patterns. Also, when you get to the boss you can hide behind it as a safe zone since she can't attack there. If a particular move is giving you trouble try to stay there while she does it.
Yea, I understand each enemy's attack pattern (i think) but it's not easy to even just kill the blue buggers first.
More seriously, the level is about 3:30, depends on how fast you kill the boss. Plus, the music loops.
Anyway, there is one hell of a safespot that you can abuse. You can stay on the lower right corner to dodge ... Well, 40 to 60% of the stage. When it begins to get harder, go on that corner, and see how much time you can stand until there is a bad enemy spawn. Learn of your mistakes, and it becomes really easy to get to the boss with 3 lives left.
Then, it's just basic shmup learning ; try to dodge with as little movements as possible (You can slow down your character by pressing the Shift key, for those who are unaware of that it could be helpful), sticking on the left wall and only using Y axis to move is a good thing to begin with.
The boss is just basic dodging. Before it spawns, get close to the right to deal damages with at least 2 out of your 3 lasers, then get back to the left. Use that damn shift key for the hard patterns, dodge Y axis mainly, and remember your hitbox is on Julianne's butt.
Focus only on dat butt.
Make it your life goal.
Anyway, yeah you can skip most of the course staying there of just a little bit to the left so you can react (or learn pattern) when enemies are coming real low.
And, as Asahaka said - concentrate on dodging but move as little as you can. Hitboxes are pretty much accurate to genre's standarts (meaning center of projectile ought to hit right in the middle of your character).
Yeah, I-frames are non-existing here ... That was pretty harsh from them.
Bad quality and bad "live-english" warning.
https://www.youtube.com/watch?v=XSS8PoIoaL0
• Each enemy only shoots 3 bullets at a time, one forward, one up, and one down. The forward ones basically just create corridors that you can easily navigate through, so that leaves the up/down ones. They'll usually go offscreen before reaching you, so it's no problem; but if you can't kill some of the enemies quickly enough, they can get in your face. In that case, staying on the left ensures that I have more time to react to them.
• Which leaves the red enemies. Those sons of ♥♥♥♥♥♥♥ move forward really fast, which means the bullets they shoot will be on top of you really fast. Your top priority when trying to clear the game should be to destroy them as soon as possible. That's what staying on the top half of the screen's for — your shot spread covers about 50% of the screen's height, and that's where the reds tend to move towards. Still, if some of them live on, that means you'll be precisely where they'll be shooting, so in that case, don't be afraid to move forwards and around their bullets. That's surprisingly not risky in this game, compared to other shmups.
• As for the boss, her patterns can be a little intimidating at first, but they actually have pretty big safe spots in them. If you can get through the stage, it should really only take a couple tries to beat her.
Well, that's what I got. Good luck!
I beat this after about an hour of trying. Like most danmaku, it's about dodging rather than shooting. Hold down the fire button and concentrate on weaving a path through the bullets. Stay towards the left side of the screen and only move up and down for the most part; move forward and back only when absolutely necessary.
For the boss, there are several predictable patterns, all of which have a path right through them. There's also a safe spot behind the boss, but you can't hit her from there so it's not that useful. The most daunting bullet pattern for the boss is the one that sends out several tight streams of bullets; shift to the far left of the screen and pick a "lane" and cautiously move up and down according to which direction the stream is going. If you start getting towards the edge of the screen, it will reverse direction, so you can't get trapped in a corner.