Why Mimigaluda?


The main point for this project was to make a new boss encounter for Mimi, with brand new patterns loosely based on Kongou's omake.txt writeup.  MimiRADE was a recreation of Esprade with Mimi as the player character; how would the same feather/egg/blood concepts work on the boss side?

Initially I didn't plan on patterning after Espgaluda, but the Kakusei slowdown was easy enough to implement.  On a whim, I spent a day reworking Espgaluda's Stage 1 BGM Bloody Separation (血別~血着) in the PICO-8 tracker, then bust out laughing for a good half-hour on how well it worked.  So the theme stuck.  Once I threw in the mix Mimi's friend KKCYBER, who is conveniently a winged angel, I had all the parts of an Espgaluda tribute.

Why are girls fighting? That's just how you say "hello" in Gensokyo Hensokyo.

Notable features over MimiRADE

  • more complex bullet patterns
    Esprade (and thus MimiRADE) did not have any mechanics tied to its bullets; once a bullet was fired it would only travel at a static angle and velocity.  Here I've added "gravity", other motions like player homing, and bullet spawners, which allows for different types of bullet patterns.
  • charged barrier attack
    This was something I wanted to put in RADE to reflect the original game, but did not have the space to add alternate loadouts.  Unlike Henemimi, KKCYBER does not have a defined special attack beyond "big AOE beam meaybe", so a barrier and Masterspark-ish beam fits the bill here.
  • actual scoring mechanics
    As a first effort, RADE did not feature any scoring mechanics beyond "cancel bullets for points".  With the Kakusei Hype meter ... well it still boils down to "cancel lots of bullets for points" but now there's a meter to juggle so it's different.  I think.
  • grazing
    Grazing (the act of moving close to bullets without getting hit for points and giggles) is a key feature in Touhou games.  I did implement the mechanic for RADE, but cut it since that game's faster bullet patterns granted few grazing opportunities.  Since Galuda's patterns are completely new, I could add patterns with slower bullets that are more conducive to grazing

All in all I'm pretty proud of making a new, 99% original game.  I'm a bit surprised at how quickly this project turned around, though having the previous game's engine helped a lot.  However, I'm done with bullet hell for now, there are a few other ideas that I'd like to tackle first before I return to the danmaku mines.

Thank you for checking out Mimigaluda!

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