O TRUQUE INTELIGENTE DE TOUHOU DANMAKU KAGURA QUE NINGUéM é DISCUTINDO

O truque inteligente de Touhou Danmaku Kagura que ninguém é Discutindo

O truque inteligente de Touhou Danmaku Kagura que ninguém é Discutindo

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- Scroll speed is based on song BPM, not a fixed rate. This means you'll be setting a different speed modifier for every song (or at least, a different one for 130 BPM songs vs 200 BPM songs).

One of the best Rhythm game I've ever played, been playing since launch and enjoying every single songs from every circle even though im not a touhou fan myself

有効にすると、トピずれのレビュー荒らしは除外されます(デフォルトのレビュースコア設定)。詳細はブログをお読みください。

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Despite its depth, the gameplay isn't overly convoluted, offering players the freedom to approach the game in a manner that suits them best.

You can use this widget-maker to generate a bit of HTML that can be embedded in your website to easily allow customers to purchase this game on Steam.

The “remix” of the game, titled Touhou Danmaku Kagura: Phantasia Lost will have a new control scheme dedicated to controllers, keyboards and mouse and a new story mode that is exclusive to PC. The official release date is not announced yet, but we do have the timeline, which is 2023.

We would like to inform you of known problems that we plan to fix soon, features that we plan to implement as soon as possible, and features that we plan to improve in the future.

The rhythm gameplay aspect is a little bit different from a typical mobile rhythm game, and features a few mechanics that put the “action” in “action-rhythm”.

Touhou Danmaku Kagura Phantasia Lost offers a fresh take on the rhythm game genre, where players must skillfully press buttons in sync with the beat of the song playing. What sets Phantasia Lost apart from its counterparts is its innovative approach of having two modes.

will have the old gacha mechanics removed, and will be a title playable offline. It’ll also be redesigned to support controller-based play, and have an entirely rewritten story mode.

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- No way to preview/test your sync offset aside from manually playing, and you don't really get any units of measurement to work with like frames or milliseconds, just "number feel good" vs "number feel bad".

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