kanedafanatic
Made more sense to put Tetsuo instead of Kaneda.
Now, don't get your hopes too high: I'm still at the very beginning of this project.
So, I've spent a lot of time playing Fantasy Maiden Wars and a bit communicating with it's fanbase. Thing is I love and hate this game, and the kind of player who plays it isn't my kind of crowd. What I hate the most about this game is the lack of lateral game design: the lack of possibilities for self-expression and creativity. Because the game was made more "traditionally", vertical power creep made it so only a few archetypes/characters stood out the most. It's true that 70+ characters in a fangame is a lot but when I look at this, it makes want to cringe:

(credit: the FMW Modding server over on Discord.)
For a SRPG fangame about Touhou and the amount of characters it has, it annoys me that priorities were put over safe, classic RPG archetypes and mechanics more than emphasising on the characters' abilities and talents. This is the same game that has Sakuya's time stop ability, but can only be triggered depending on a fixed probability. Functionally: the fuck you mean Sakuya can't stop time on her own? you mean her finger' got 65% chance to miss a button and unnecessarily get hit? That's really dumb, it should be on the player's side to decide if Sakuya should stop time and not get hit (and retaliate) for a specific cost of MP/an another element.
So that's why I had the idea to make a game that puts priority over gameplay and the characters' abilities, and to see if it's feasible in the first place and execute onwards if it works. I want to implement those characters and abilities in a way that myself or anybody would want to try out each and every character to find their style of gameplay. I want the challenge to come laterally first and vertically second: about finding the solution and giving that freedom of approach first and then optimize on the preferred strategy and character selection to win. I believe it is the best way to tackle a Touhou SRPG given the power nearly every character has changes the fundamental mechanics of everything. Think of the Diablo philosophy of "If everyone is overpowered, then no one is.", and then implement it in a Touhou SRPG. Pretty much everyone is overpowered by nature, I don't see why it hasn't been done before.
So, that's why I'm asking to the forums if you think there's a mechanic worth exploring for a certain character you like. Could be those found in the tier list or not: ideas that doesn't compromise about the characters' main ability but is still able to be challenged nonetheless (a lateral solution, preferably.) Here's some examples that I thought out to explain my idea:
- Sakuya: I've mentioned the core of the idea and I will elaborate further. Any incoming attack can be cancelled with her time-stop ability. The ability is reliant on a separate stat that shows the player the amount of time Sakuya has left, and using time-stop grind away those seconds. Unless under special circumstances (Yukari's boundary manipulation, for example), the player can stop time on the touch of a button, before an incoming attack or before engaging battle. Time can be gained back by being proactive: eliminating enemies, evading lethal blows, defending and so on. This "condition" also affects her higher-tier attacks/spell cards, Killer Doll, for example: high power, lethal attacks coming from Sakuya also consume time but will deal serious if not one-shot the enemy/boss entirely. Time is an important resource, and you have someone that can kill anybody on sight just because of that. Unless specified, it doesn't matter who or what you are dealing with, Sakuya should be able to time-stop anybody and anything.
- Yukari: I won't deny, it's kind of hard to apply this idea of mine right to such a character. She stands near the top in terms of power and virtually has no weaknesses. However, her Boundary Manipulation should be implemented with the most faithfulness possible. Anything is within her reach: teleportation to a spot 20 tiles away, take or appear any item, ignore certain fundamentals by manipulating the boundary between x and y and so on. again, she has no weaknesses. Instead, I think a good idea outside of just nerfing Yukari with lower stats would be to consider a "second mode" usable on command. Where the normal Gap Hag plays like a normal character on the with her own set of attacks and commands, the player can switch to "Boundary Manipulation" Yukari where in exchange of losing the next turn's action, everything is possible to Yukari to execute in the turn after she prepared. In practice: on the first turn, Yukari's action has been used, her "Boundary Manipulation" mode had been toggled before attacking. The second turn, she can only defend. The third turn, this is where she can execute any special command, movement, attack, buff/debuff or condition of any kind. In case the player wants to use "Boundary Manipulation" mode again, the same loop applies and Yukari can cast a new action two turns after.
- Cirno: She's an ice fairy. She manipulates ice. Other than giving a debuff to her attacks: the ability to freeze her environment should be an inert ability. Temporarily blocking certain tiles with ice, or freeze an enemy solid should be a given. Plus, and that can apply to every fairy: they can respawn mid-battle if they die once up to a few times. It's canonical that fairies reappear after some time, they are tied to nature. As such, gameplay-wise, you canabuse tactically reconsider your units with fairies for frontlines or support roles.
Now, giving more "canonical/accurate" abilities to character doesn't mean that everyone will be equal. Like, Rumia could have a chance against Wriggle but definitely not against Reimu or Yukari. Rather, everyone that enters her perimeter related to her manipulation of the dark will see their accuracy down to a ridiculous amount. Like I said, my goal's to incentivize lateral thinking by coming up with solutions with the characters you have on hand, but there are some thing you can't really change. Swarming the enemy with low-tier youkai, fairies and low-cost units and prioritizing numbers over pure damage is a strategy you can go with, but I don't want it to be the main strat everywhere: you'll still hit a wall.
So, I've spent a lot of time playing Fantasy Maiden Wars and a bit communicating with it's fanbase. Thing is I love and hate this game, and the kind of player who plays it isn't my kind of crowd. What I hate the most about this game is the lack of lateral game design: the lack of possibilities for self-expression and creativity. Because the game was made more "traditionally", vertical power creep made it so only a few archetypes/characters stood out the most. It's true that 70+ characters in a fangame is a lot but when I look at this, it makes want to cringe:

(credit: the FMW Modding server over on Discord.)
For a SRPG fangame about Touhou and the amount of characters it has, it annoys me that priorities were put over safe, classic RPG archetypes and mechanics more than emphasising on the characters' abilities and talents. This is the same game that has Sakuya's time stop ability, but can only be triggered depending on a fixed probability. Functionally: the fuck you mean Sakuya can't stop time on her own? you mean her finger' got 65% chance to miss a button and unnecessarily get hit? That's really dumb, it should be on the player's side to decide if Sakuya should stop time and not get hit (and retaliate) for a specific cost of MP/an another element.
So that's why I had the idea to make a game that puts priority over gameplay and the characters' abilities, and to see if it's feasible in the first place and execute onwards if it works. I want to implement those characters and abilities in a way that myself or anybody would want to try out each and every character to find their style of gameplay. I want the challenge to come laterally first and vertically second: about finding the solution and giving that freedom of approach first and then optimize on the preferred strategy and character selection to win. I believe it is the best way to tackle a Touhou SRPG given the power nearly every character has changes the fundamental mechanics of everything. Think of the Diablo philosophy of "If everyone is overpowered, then no one is.", and then implement it in a Touhou SRPG. Pretty much everyone is overpowered by nature, I don't see why it hasn't been done before.
So, that's why I'm asking to the forums if you think there's a mechanic worth exploring for a certain character you like. Could be those found in the tier list or not: ideas that doesn't compromise about the characters' main ability but is still able to be challenged nonetheless (a lateral solution, preferably.) Here's some examples that I thought out to explain my idea:
- Sakuya: I've mentioned the core of the idea and I will elaborate further. Any incoming attack can be cancelled with her time-stop ability. The ability is reliant on a separate stat that shows the player the amount of time Sakuya has left, and using time-stop grind away those seconds. Unless under special circumstances (Yukari's boundary manipulation, for example), the player can stop time on the touch of a button, before an incoming attack or before engaging battle. Time can be gained back by being proactive: eliminating enemies, evading lethal blows, defending and so on. This "condition" also affects her higher-tier attacks/spell cards, Killer Doll, for example: high power, lethal attacks coming from Sakuya also consume time but will deal serious if not one-shot the enemy/boss entirely. Time is an important resource, and you have someone that can kill anybody on sight just because of that. Unless specified, it doesn't matter who or what you are dealing with, Sakuya should be able to time-stop anybody and anything.
- Yukari: I won't deny, it's kind of hard to apply this idea of mine right to such a character. She stands near the top in terms of power and virtually has no weaknesses. However, her Boundary Manipulation should be implemented with the most faithfulness possible. Anything is within her reach: teleportation to a spot 20 tiles away, take or appear any item, ignore certain fundamentals by manipulating the boundary between x and y and so on. again, she has no weaknesses. Instead, I think a good idea outside of just nerfing Yukari with lower stats would be to consider a "second mode" usable on command. Where the normal Gap Hag plays like a normal character on the with her own set of attacks and commands, the player can switch to "Boundary Manipulation" Yukari where in exchange of losing the next turn's action, everything is possible to Yukari to execute in the turn after she prepared. In practice: on the first turn, Yukari's action has been used, her "Boundary Manipulation" mode had been toggled before attacking. The second turn, she can only defend. The third turn, this is where she can execute any special command, movement, attack, buff/debuff or condition of any kind. In case the player wants to use "Boundary Manipulation" mode again, the same loop applies and Yukari can cast a new action two turns after.
- Cirno: She's an ice fairy. She manipulates ice. Other than giving a debuff to her attacks: the ability to freeze her environment should be an inert ability. Temporarily blocking certain tiles with ice, or freeze an enemy solid should be a given. Plus, and that can apply to every fairy: they can respawn mid-battle if they die once up to a few times. It's canonical that fairies reappear after some time, they are tied to nature. As such, gameplay-wise, you can
Now, giving more "canonical/accurate" abilities to character doesn't mean that everyone will be equal. Like, Rumia could have a chance against Wriggle but definitely not against Reimu or Yukari. Rather, everyone that enters her perimeter related to her manipulation of the dark will see their accuracy down to a ridiculous amount. Like I said, my goal's to incentivize lateral thinking by coming up with solutions with the characters you have on hand, but there are some thing you can't really change. Swarming the enemy with low-tier youkai, fairies and low-cost units and prioritizing numbers over pure damage is a strategy you can go with, but I don't want it to be the main strat everywhere: you'll still hit a wall.
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