• Touhou 6 New Classic Score Attack Ongoing!

    Read the submission rules, prizes and everything inbetween here:

    Good luck!

    Also check out the community art event here! Everyone is welcome!

Noobfield's fangame and fanwork spitballing thread

i'll start with something i already posted before in my art thread but i'll expand upon it.

The trenches:

It would be basically horror touhou-inspired shmup where you travel across the "trenches" (a gargantuan and long forgotten megastructure larger than the andromeda galaxy, rumors claim that it was a megastructure to fight things like nanomachine swarms causing the heat death of the universe.). You are essentially part of a mercenary, miner or cultist fleet looking for money and resources while beating cosmic horrors, other rival groups and gods. Endless mode is basically playing as a dying god fending off endless hordes of mercenaries while travelling through the megastructure (there could be a ending to endless mode but i just made this up on the spot.)

Edit: I have some mechanics such as "Assault mode" and "Hypershield Defence Screen". The former is basically charging at your enemy to deal MASSIVE amounts of damage in a meelee/point blank fight and HDS are essentially shields or countermeasures for enemy barrages to make the game easier, such as temporary shields that block enemy bullets or "ECM modules" that disrupt bullet behaviour.

You would travel across the space through points of interest, each point of interest houses enemies and bosses. Ranging from mercenary and corporate leaders to people that follow some kind of satanic AI that wants to take over the entire universe. Points of interest are a myriad of locations such as abandoned research facilities, debris fields and population centers on the megastructure.

It could theorically have touhou characters within it's plot, but i'm unsure about that.
 
Just a thread for anyone to talk about their own ideas and what not when it comes to fangames, fanworks and what not.
I had an idea to make a platformer touhou game but i dont think i will ever learn coding so it will stay being an idea

Touhou X: Shadow Torment
Starting with a cutscene of when a spirit from another world comes to Gensokyo, defeats Reimu, hides her and shapeshifts into looking like her

After which there are 3 character options on the screen, Marisa Kirisame, Sakuya Izayoi and Sanae Kochiya
Sakuya and Sanae are locked at first so Playing as Marisa is the only option

Each character would have it's own normal attack and a spell card/bomb as well as dash

Every character will have at first 2 sections
1. normal gameplay
2. section against the imposter trying to hunt the main cast

If you lose all lives as certain character, instead of game over the character will just escape to eientei due to heavy injuries (the entity doesn't know spell card rules, of course)

Depending on how many characters you managed to win and which character you managed to win as you will get separate ending

There will be multiple endings, depending on the route:
Worst ending: no character successfully made it
Solo endings: success with the solo routes (additional level with 2 sections when you win as one character)
Duo endings: success with the duo route which will look different, you would either control 2 characters in one level or one character in each level (then control 2 characters in one further level)
Best ending: the true ending, when you have success with all characters, you would first have 3 levels with each character then a final boss fight where you control all characters in one section

Alghough when you would have to control more than one character then there would be an option to switch between each, with each character having their own reason for you to switch to them in certain occasions

Losing all lives in solo/duo/trio route would result in Worst ending
 
I had an idea to make a platformer touhou game but i dont think i will ever learn coding so it will stay being an idea

Touhou X: Shadow Torment
Starting with a cutscene of when a spirit from another world comes to Gensokyo, defeats Reimu, hides her and shapeshifts into looking like her

After which there are 3 character options on the screen, Marisa Kirisame, Sakuya Izayoi and Sanae Kochiya
Sakuya and Sanae are locked at first so Playing as Marisa is the only option

Each character would have it's own normal attack and a spell card/bomb as well as dash

Every character will have at first 2 sections
1. normal gameplay
2. section against the imposter trying to hunt the main cast

If you lose all lives as certain character, instead of game over the character will just escape to eientei due to heavy injuries (the entity doesn't know spell card rules, of course)

Depending on how many characters you managed to win and which character you managed to win as you will get separate ending

There will be multiple endings, depending on the route:
Worst ending: no character successfully made it
Solo endings: success with the solo routes (additional level with 2 sections when you win as one character)
Duo endings: success with the duo route which will look different, you would either control 2 characters in one level or one character in each level (then control 2 characters in one further level)
Best ending: the true ending, when you have success with all characters, you would first have 3 levels with each character then a final boss fight where you control all characters in one section

Alghough when you would have to control more than one character then there would be an option to switch between each, with each character having their own reason for you to switch to them in certain occasions

Losing all lives in solo/duo/trio route would result in Worst ending
Interesting. I like it! reminds me of sonic.exe for some reason lol. I'd play it with some friends.
 
I had an idea to make a platformer touhou game but i dont think i will ever learn coding so it will stay being an idea

Touhou X: Shadow Torment
Starting with a cutscene of when a spirit from another world comes to Gensokyo, defeats Reimu, hides her and shapeshifts into looking like her

After which there are 3 character options on the screen, Marisa Kirisame, Sakuya Izayoi and Sanae Kochiya
Sakuya and Sanae are locked at first so Playing as Marisa is the only option

Each character would have it's own normal attack and a spell card/bomb as well as dash

Every character will have at first 2 sections
1. normal gameplay
2. section against the imposter trying to hunt the main cast

If you lose all lives as certain character, instead of game over the character will just escape to eientei due to heavy injuries (the entity doesn't know spell card rules, of course)

Depending on how many characters you managed to win and which character you managed to win as you will get separate ending

There will be multiple endings, depending on the route:
Worst ending: no character successfully made it
Solo endings: success with the solo routes (additional level with 2 sections when you win as one character)
Duo endings: success with the duo route which will look different, you would either control 2 characters in one level or one character in each level (then control 2 characters in one further level)
Best ending: the true ending, when you have success with all characters, you would first have 3 levels with each character then a final boss fight where you control all characters in one section

Alghough when you would have to control more than one character then there would be an option to switch between each, with each character having their own reason for you to switch to them in certain occasions

Losing all lives in solo/duo/trio route would result in Worst ending
Platformers seem surprisingly easy to make. I was able to follow along this tutorial and make the game in 2 days... I think, because that was like one or two months ago. After that I started trying to remake the game from memory twice or thrice, that helped me understand Godot quite a bit.


Well, the easiest are probably 2D vertical space shooters, but those don't have awesome Brackeys tutorials made for them. Slap on free assets (with the right license), a space background (easy to make), program in some simple movement and you have a very basic game. After that one could figure out how to implement danmaku... because, to be honest, Danmakufu makes my head spin. Too advanced for my current level.
 
Platformers seem surprisingly easy to make. I was able to follow along this tutorial and make the game in 2 days... I think, because that was like one or two months ago. After that I started trying to remake the game from memory twice or thrice, that helped me understand Godot quite a bit.


Well, the easiest are probably 2D vertical space shooters, but those don't have awesome Brackeys tutorials made for them. Slap on free assets (with the right license), a space background (easy to make), program in some simple movement and you have a very basic game. After that one could figure out how to implement danmaku... because, to be honest, Danmakufu makes my head spin. Too advanced for my current level.

Oooooooooooh. We could DEFINITIVELY make a game like yumechud or i said, i'm no game dev but i could be a writer. Hell, maybe even a FNaF-esque touhou liminal-space centered horror game (I still have to drop the idea itself first though) if y'all would be interested or available to.
 
Oooooooooooh. We could DEFINITIVELY make a game like yumechud or i said, i'm no game dev but i could be a writer. Hell, maybe even a FNaF-esque touhou liminal-space centered horror game (I still have to drop the idea itself first though) if y'all would be interested or available to.
My hands are currently full with the Medelin idea, the best I can do is give advice and maybe help a little with one or two things, though do note I'm a beginner too.
But it'd definitely be fun to see more Moriya members working on their own games.
 
Platformers seem surprisingly easy to make. I was able to follow along this tutorial and make the game in 2 days... I think, because that was like one or two months ago. After that I started trying to remake the game from memory twice or thrice, that helped me understand Godot quite a bit.


Well, the easiest are probably 2D vertical space shooters, but those don't have awesome Brackeys tutorials made for them. Slap on free assets (with the right license), a space background (easy to make), program in some simple movement and you have a very basic game. After that one could figure out how to implement danmaku... because, to be honest, Danmakufu makes my head spin. Too advanced for my current level.

Thanks, maybe i will watch it tommorow and consider starting making one, although i hope i wont get burned out and overwhelmed yet again cuz i've tried to make a game dozens of times and the same problem made me quit
 
Since I've been learning C for around half a week or so and changed my target to make a fangame for myself, I guess I can share my ideas.

Game-wise: I want to expand on what Fantasy Maiden Wars did and flourish it. I think it has a very good baseplate on what a SRPG should have both in practice (Spirit commands, modular Generic and Personal skills, usage of items, etc) and in vision (a lot of different characters, run your own militia kind of style, Reimu and Marisa having their own route, etc). However, it's executed too poorly for my taste, along with me not really getting along with people who play the game; different vision. What I want to expand upon is:

- FMW has a lot of maps for it's individual chapters with around a hundred in DoSD. it also uses a general map of Gensokyo to indicate the player's location. An idea that came to my mind before changing the goalpost was to make a mod similar to Project Wingman's Conquest Mode for it. In PW, you conquer territories, build your army with the resources you gain along the way, and upgrade your planes and weaponry: which can be translated to accumulating resources (money, XP, WP, whatever) for buying and building new characters after defeating them. At the end, you must conquer the entire map and each delimited territory has it's "special" squadron/army/unit/whatever, for which their difficulty raises depending on a "alert" value. I don't intend to revolve my game around it, more like instead a fun game mode to experiment and make full usage of the characters, while I can manage to add stuff upon it.

- In FMW, you have Generic and Personal skills: Generic ones are skills you buy with PP points, which you gain by eliminating enemies and bosses with a specific character. Personal skills are one only the particular character has, which usually complements their gimmick. The core idea is good: what I want to expand upon is the selection of Generic skills and Personal ones to make characters that can be played differently (modular) without sacrificing their archetypes. Or even introduce new mechanics: in FMW, Sakuya has an Personal ability called Private Square which acts as an Afterimage. However, it makes no sense because it works with probability: the fuck you mean Sakuya has 65% chance to miss the top button of her pocket watch? Instead, it should be triggered by the player on command right before an attack lands at the cost of MP or PP. If Sakuya has ran out of MP or PP in this case, then it simply plays a small short cutscene where "Oh no! I have no MP! Fuck!" or doesn't register it at all.

What I want to change is how the currency works. Sadly, I don't have much of an idea of how to replace it: that's for future myself.

- Characters are one of my biggest gripe with FMW. Characters are in a odd place because, while you do have 70+ characters in FMW DoSD, the core archetypes are quite limited. You can have 70+ characters in your roster, but 1/5 or (let's be generous) 2/5 feels different from one another because all of them are built under a handful of archetypes: tank, healer, striker, interceptor and so on. It makes stuff like "meta" characters (which are a game designer's nightmare, if you ask me) prevalent. Metas are born from poor game design, and should be countered. What's the purpose of adding 70+ characters when a few can do everything better than the rest? Either you remove the superfluous ones or you redesign your characters or your game entirely. Worst case scenario, you force the player to not play those characters or you forcefully make the player play specific characters, which is counter-intuitive and what FMW forces

- XP in FMW is just a way for the game to check your stats. Like, I'm not kidding, the game is heavily scripted by nature. On a uncapped savefile using S9-L's tools for FMW, you can easily match or outlevel bosses if you remove the applied level cap. While it holds value for certain Generic skills to be leveled, the XP and levelling mechanic doesn't feel like one. The game forces you to level your character or heavily dampers their "XP advantage" by decreasing the intake of XP for the particular character. It should instead be organic: handling tens of characters per chapter is indeed a lot and many players wont use that many, but making specific game chapters so that players make use of them or implementing scripts so the game raises the levels of the characters for you independently of outside factors is two good approaches I can think of.

- a lot more stuff that relates to how difficulty is handled, AI behavior, the way to manage the game's story and etc. I'm overwhelmed a bit: you can understand that I see Ws but I also see Ls to be ironed out. Plus, it's been more than an hour I've been drafting this.

---

Story-wise, I also want something different. Maybe that it's never done for a reason (if it's the case then, I don't know why) but, a game centering between Reimu and Marisa becoming enemies against each other is appealing to me. You always see them together as heroes, and that kind of interpersonal conflict is rarely if not never done within Touhou fangames. Unless when it's been done, it is executed differently: Marisa of Liartop Mountain as an example

So again, the idea is still pretty much fresh out of the womb. What interests me though would be a game where Reimu and Marisa both have their individual paths where you get to see themselves and the people surrounding them change individually. Now obviously, it might cross paths a few times but I mainly want it to feel more individualistic than how FMW executed it. Those are teenage girls with their own issues, values and morals; and both are in conflict because of their contradicting nature. At the final chapters (you could say), both Reimu and Marisa (with their private militia composed of various Touhou characters, of course) duke it out once and for all. No winners except the one you took and rooted for.

As for what the story's about... I'm keeping it to myself.

---

Felt like writing this to give me a vision of what to do next. Programming actually feels fun to do, and I've been looking for something in my life to not become worthless. True, I'm still young and learning but, nonetheless, I don't want to end up being useless and incompetent in life. I want to excel at something and for now, I enjoy my time writing equations in C.
 
Since I've been learning C for around half a week or so and changed my target to make a fangame for myself, I guess I can share my ideas.

Game-wise: I want to expand on what Fantasy Maiden Wars did and flourish it. I think it has a very good baseplate on what a SRPG should have both in practice (Spirit commands, modular Generic and Personal skills, usage of items, etc) and in vision (a lot of different characters, run your own militia kind of style, Reimu and Marisa having their own route, etc). However, it's executed too poorly for my taste, along with me not really getting along with people who play the game; different vision. What I want to expand upon is:

- FMW has a lot of maps for it's individual chapters with around a hundred in DoSD. it also uses a general map of Gensokyo to indicate the player's location. An idea that came to my mind before changing the goalpost was to make a mod similar to Project Wingman's Conquest Mode for it. In PW, you conquer territories, build your army with the resources you gain along the way, and upgrade your planes and weaponry: which can be translated to accumulating resources (money, XP, WP, whatever) for buying and building new characters after defeating them. At the end, you must conquer the entire map and each delimited territory has it's "special" squadron/army/unit/whatever, for which their difficulty raises depending on a "alert" value. I don't intend to revolve my game around it, more like instead a fun game mode to experiment and make full usage of the characters, while I can manage to add stuff upon it.

- In FMW, you have Generic and Personal skills: Generic ones are skills you buy with PP points, which you gain by eliminating enemies and bosses with a specific character. Personal skills are one only the particular character has, which usually complements their gimmick. The core idea is good: what I want to expand upon is the selection of Generic skills and Personal ones to make characters that can be played differently (modular) without sacrificing their archetypes. Or even introduce new mechanics: in FMW, Sakuya has an Personal ability called Private Square which acts as an Afterimage. However, it makes no sense because it works with probability: the fuck you mean Sakuya has 65% chance to miss the top button of her pocket watch? Instead, it should be triggered by the player on command right before an attack lands at the cost of MP or PP. If Sakuya has ran out of MP or PP in this case, then it simply plays a small short cutscene where "Oh no! I have no MP! Fuck!" or doesn't register it at all.

What I want to change is how the currency works. Sadly, I don't have much of an idea of how to replace it: that's for future myself.

- Characters are one of my biggest gripe with FMW. Characters are in a odd place because, while you do have 70+ characters in FMW DoSD, the core archetypes are quite limited. You can have 70+ characters in your roster, but 1/5 or (let's be generous) 2/5 feels different from one another because all of them are built under a handful of archetypes: tank, healer, striker, interceptor and so on. It makes stuff like "meta" characters (which are a game designer's nightmare, if you ask me) prevalent. Metas are born from poor game design, and should be countered. What's the purpose of adding 70+ characters when a few can do everything better than the rest? Either you remove the superfluous ones or you redesign your characters or your game entirely. Worst case scenario, you force the player to not play those characters or you forcefully make the player play specific characters, which is counter-intuitive and what FMW forces

- XP in FMW is just a way for the game to check your stats. Like, I'm not kidding, the game is heavily scripted by nature. On a uncapped savefile using S9-L's tools for FMW, you can easily match or outlevel bosses if you remove the applied level cap. While it holds value for certain Generic skills to be leveled, the XP and levelling mechanic doesn't feel like one. The game forces you to level your character or heavily dampers their "XP advantage" by decreasing the intake of XP for the particular character. It should instead be organic: handling tens of characters per chapter is indeed a lot and many players wont use that many, but making specific game chapters so that players make use of them or implementing scripts so the game raises the levels of the characters for you independently of outside factors is two good approaches I can think of.

- a lot more stuff that relates to how difficulty is handled, AI behavior, the way to manage the game's story and etc. I'm overwhelmed a bit: you can understand that I see Ws but I also see Ls to be ironed out. Plus, it's been more than an hour I've been drafting this.

---

Story-wise, I also want something different. Maybe that it's never done for a reason (if it's the case then, I don't know why) but, a game centering between Reimu and Marisa becoming enemies against each other is appealing to me. You always see them together as heroes, and that kind of interpersonal conflict is rarely if not never done within Touhou fangames. Unless when it's been done, it is executed differently: Marisa of Liartop Mountain as an example

So again, the idea is still pretty much fresh out of the womb. What interests me though would be a game where Reimu and Marisa both have their individual paths where you get to see themselves and the people surrounding them change individually. Now obviously, it might cross paths a few times but I mainly want it to feel more individualistic than how FMW executed it. Those are teenage girls with their own issues, values and morals; and both are in conflict because of their contradicting nature. At the final chapters (you could say), both Reimu and Marisa (with their private militia composed of various Touhou characters, of course) duke it out once and for all. No winners except the one you took and rooted for.

As for what the story's about... I'm keeping it to myself.

---

Felt like writing this to give me a vision of what to do next. Programming actually feels fun to do, and I've been looking for something in my life to not become worthless. True, I'm still young and learning but, nonetheless, I don't want to end up being useless and incompetent in life. I want to excel at something and for now, I enjoy my time writing equations in C.
Dude, i fucking love FMW. I've been wanting to make a mod aswell (i'll post my idea later) but i don't even own the game and i can't get it because of financial matters. Also interesting idea too!
 
Dude, i fucking love FMW. I've been wanting to make a mod aswell (i'll post my idea later) but i don't even own the game and i can't get it because of financial matters. Also interesting idea too!
Believe it or not, I never finished the game once. Furthest I've gone was Chapter 46. Reason being I was more focused on how I should play the game. I became my own DM at the end. I also started a FMW modding thread, if that interests you.

oh yeah, also, if you look in the downloads sub-directory, you can find FMW there.... or for modding, you can find even later versions elsewhere. I presume you have your reason but, just saying.
 
You know what? Might as well add this since it came back in my mind: character variants.

I want characters to feel different, I said it already. One thing FMW doesn't really play with a lot is character variants. It allows better versatility and much different gameplay. Here, I want to make variants unlockable through levels: so a standard Youmu for example begins with a Type-I variant but as you grow the character, it goes through Type-II and Type-III until at the end of the game, where it becomes Type-IV or something. Different attacks, different sprites/appearance, new mechanics, rebalance and such.

edit: didn't elaborate enough. As your character levels up and unlock those variants, those variants change the way the character plays. Youmu Type-I could be a unit centered about being versatile, Youmu Type-II might be a glass cannon with less defense but much higher offense and movement range. Youmu Type-III bets on using Youmu's newfound abilities to their fullest and Youmu Type-IV turns her into a conditional SP hitter with new Spirit commands. In other words, I want to make the characters versatile since my focus is on making archetypes that are deep in quality, for which I can add more with new updates and such.
 
Last edited:
Believe it or not, I never finished the game once. Furthest I've gone was Chapter 46. Reason being I was more focused on how I should play the game. I became my own DM at the end. I also started a FMW modding thread, if that interests you.

oh yeah, also, if you look in the downloads sub-directory, you can find FMW there.... or for modding, you can find even later versions elsewhere. I presume you have your reason but, just saying.
Alright, i'll take a read on the FMW modding thread. I'll also drop my FMW mod idea too.
 
Fangame idea go:

TOUHOU: REASON BEFORE ETERNITY.

What if everything they told you was made up?

What if the world you live in is not a paradise?

What if the heroes were actually villains?

These questions have no answers, because to ask is to commit sin.

And sin is a tool of control, not morality.

And we shall answer them, no matter the cost.


It's basically a mod centered around humanity and it's role in touhou as a whole. And a whole new faction called as the "Human rebels". You can find (mostly unfinished) information here? https://docs.google.com/document/d/1SZwGQTggqvNfmnCJa48vHQixEuQuOCXaRXPqBnaIibU/edit?usp=sharing. There could be Human soldier and even tank units too with whole new characters and such. It shouldn't be that different from regular FMW tho aside from "support strikes" and all.
 
Well, I have several Touhou fangame/fanwork concepts. Among the fangame concepts I have already made, some have their own threads I've made in the past.
Those are Blooming Rain In Eden, Eternal Winter of Midsummer Snow, Magnificent Shapes In Backdoors, and another untitled game concept.
Other ones I've made which don't have a thread, are a dark, horror-esque game centered around Hina as protagonist, and a game about a mysterious youkai and her army from another world attempting to invade Gensokyo, which is named "Flaming War of Superfluoescent Night".
I've also made various isekai Touhou stories, but I only use those to improve my writing skills, so it's probably not like I'll ever show them.
Otherwise though, I have various other stuff, but not much that is too developed.
 
Well, I have several Touhou fangame/fanwork concepts. Among the fangame concepts I have already made, some have their own threads I've made in the past.
Those are Blooming Rain In Eden, Eternal Winter of Midsummer Snow, Magnificent Shapes In Backdoors, and another untitled game concept.
Other ones I've made which don't have a thread, are a dark, horror-esque game centered around Hina as protagonist, and a game about a mysterious youkai and her army from another world attempting to invade Gensokyo, which is named "Flaming War of Superfluoescent Night".
I've also made various isekai Touhou stories, but I only use those to improve my writing skills, so it's probably not like I'll ever show them.
Otherwise though, I have various other stuff, but not much that is too developed.
The mysterious youkai and his army seems to be very cool, i love unique touhou stuff like this!
 
The mysterious youkai and his army seems to be very cool, i love unique touhou stuff like this!
That game is probably the most developed of any of the Touhou game concepts I've made so far to some extent or another (it was also the first one). The mysterious youkai herself would have the name of "Ametsukiyama no Chiisato" and in her backstory, she is the ruler of an alternate Earth 1,000 years into the future after she had overtaken the world to dismantle what she considered to be the foolishness of human atheism and to free the youkai and gods of her world from being dependent on human belief to exist (hence why the youkai and even gods of her world would be fiercely devoted to her).
Her reasons for invading Gensokyo would be to install a military dictatorship over Gensokyo and use them to invade the Outside World and enact her utopia of fantasy glorification on this world as well.
She came to Gensokyo through a strange hole which appeared in the Hakurei Barrier without explanation.
The game would have two main endings: the bad ending in which she and her army come out victorious and forces Reimu and Yukari to aid her in her plans, and the good ending where she is defeated by the heroine and she goes back to her world and promises to never again be involved with Gensokyo.
 
I have exactly one fleshed out idea. My biggest concern would be actually implementing it, because programming is hard. I say programming is hard despite never actually trying to sit down and learn C or Perl.
The idea in question is an FPS with a freezing mechanic, inspired by Chex Quest. So I could write a simple ray caster from scratch, or use gzdoom instead of reinventing the wheel. Another idea is a dungeon crawler, but I'm not sure what would make it unique, so at this point it'd be better off as a patch for Nethack.
 
A Touhou fangame in the style of Castlevania III would be a dream come true:
  • Base it off some of the canon found in Osana Reimu, with Reimu's mother (or, 'Miko', as she would be dubbed) fighting to defeat Remilia Scarlet's initial rebellion that eventually led to the creation of the Spell Card rules.
  • Partners would consist of:
    • Adult Rumia (short range but hits hard, greater defense, can turn into a darkness orb to fly and constantly consumes hearts)
    • Merry (here thanks to Hifuu shenanigans, can use powerful elemental magic like Patchums, lesser defense)
    • Sakuya (as a vampire hunter w/ agile movement, weak throwing knives, a time stop the constantly consumes hearts, normal defense).
  • Multiple pathways to reach the SDM with varying difficulties (i.e. a shorter, more difficult route through the Human Village versus a longer but easier path through the Youkai Mountain or Bamboo Forest of the Lost)
  • A soundtrack of classic 2hu tunes being remixed with the Famicom's VRC6 chip a la Akumajou Detsetsu
  • Numerous endings based on what partner you have (or lack of) and whether you continued or not
  • "Marathon Mode", which allows you to play every level back-to-back and cycle between all three partners instead of being forced to only take one
  • A "Mask Select" or gameplay modifiers that unlock after performing certain feats:
    • Rumia/Merry/Sakuya mask to start a game as their respective partners
    • Doubles hearts gained but cuts whip damage in half
    • Everything dies in one hit, including enemies, bosses, and yourself
    • 3rd tier whip upgrades at cost of no subweapons
    • Etc.
  • A difficulty select:
    • Fairy/Easy: Half enemy & damage, no knockback, automatic double shot on weapons, unlimited continues
      • Unlocks after dying 9 times in-game
    • Human/Normal: Regular damage dealt/received, still no knockback, normal subweapon/heart values, unlimited continues
    • Youkai/Hard: 50% increased enemy health, knockback, subweapons limited to only double shot, limited to 4 continues
    • Sage/Lunatic: Double enemy health, damage scales w/ how far into the game you are (i.e. more damage towards the endgame, up to 1/3rd lifebar per hit at the end), knockback, no double/triple shot, increased subweapon/ability cost, more garbage enemies, limited to 2 continues
      • Unlocks after beating hard mode
    • Maiden/Miko Must Die!: Double enemy health, double scaled damage, knockback, no double/triple shot, fewer subweapon drops, increased subweapon/ability cost, even more garbage enemies, no continues
      • Unlocks after beating lunatic mode
  • Some other nonsense I'm probably forgetting
There is a game in development now called Touhou Gaiden, which has Reimu playing similar to a Belmont. That ought to scratch my Castlevania itch when it comes out, but I'd still be holding out for something like what's mentioned above.
 
Back
Top