Highlighting a few recent releases.
Hazelnut Hex by Chunderfins is a breakfast cereal-themed horizontal bullet hell comprising of five stages, three shot load-outs and a large number of unique enemy designs. Aesthetics are absolutely the draw here, with the pastel palette giving the game its distinctive look--I would compare it favourably to Outside's
Dreamer duology, which is high praise as someone who fell for those games in a big way. The difference in that regard is that there isn't a hint of exploitative excess in the character designs of
Hazelnut Hex, making it easily approachable without caveats. It's also not exceedingly difficult, but does have sufficient teeth to it when pushed, and can be made potentially more challenging by focusing on scoring with its charge shot mechanic which leaves you open, but consequently can also erase oncoming bullets in a pinch.
For the kind of game it is, it's just a really good time executed to the fullest of its premise. The only issue I have with it isn't even specific to it, but a wider symptom of its format: I don't believe horizontal bullet hells of a particular bullet density and velocity are ever a good idea, simply because at least in my own experience, tracking movement on that axis as compared to vertical orientation is always uncomfortable past a certain threshold, no matter how well a game is otherwise designed. Whether this is my own sensory limitation or something endemic to a collective human experience, it nonetheless limits the ways in which I'd like to interact with games of this type.
Hazelnut Hex thus reads as an exemplary of a form that I find fundamentally misconceived.
The game is available on Switch and on itch.io, and has additionally been uploaded on
Archive.org by the developer. Support them if possible.
Yoiyami Dancers: Twilight Danmaku Dancers by doujin circle tripper_room is a
Touhou Project fan game starring Rumia and Eternity Larva. Both characters are stage 1 bosses of their respective home games (parts six and sixteen, respectively) and as such aren't the most popular or represented in derivative works, and so these starring roles are heartening just on a basis of diversifying the portfolio of how the series is adapted by others.
Yoiyami Dancers is a rhythm-based danmaku game, in a genre fusion reminiscent of works such as
Crypt of the Necrodancer. Much as there, movement occurs on a grid, in specific a five-by-five dance floor upon which either of the player characters busts their moves to the beat and avoids the oncoming barrages usually from the front, but in the more hectic moments from most any direction.
Touhou's bullet graze mechanic is adapted such as that when you take a step directly at a projectile, you safely pass through it and gain a momentary power boost as the risk-reward. It's an ingenious interpretation of a series fundamental and how it might function in an unfamiliar genre, and forms the linchpin of both beginner and advanced play both because of how necessary it is to make use of and eventually master, and simply because pulling it off provides one with a similar performative rush as successfully parrying in
Street Fighter III. It's a fantastic hook to an already strong play concept, fully embodying the "easy to get into, hard to master" ethos the game exudes.
Navigation of the wave-based stages and culminating boss battles is supported by an equally adept aesthetic backbone.
Yoiyami Dancers's art is all rounded and button-cute with nary of the suspect connotations that might arise from such a treatment in less guided hands; in here the adorable can simply be taken as read. The goofy narrative involves a dancing fad and fever that justifies the game mechanics, and for all its irreverence the game commits to the bit well: Rumia and Larva strike their poses with every step both via their representational pixel art as well as in their illustrated portraits; similarly the dance adversaries tangoed with along the way are recipient to the same kind of joyful exuberance as portrayed. The music needs to be able to support the game's structure and spectacle, and it more than measures up: all songs are remixes of series material that not only instrumentally evoke the distinctive ZUN sound with more rhythmic emphasis, but don't limit themselves arranging one track at a time and instead mix two or more into versions that are as fresh as the game's concept. The audio design in particular elevates a lot of the game's design in how thoughtful it is--sometimes pointed out by the also series-authentic in-game liner notes--in how tempo, BPM, or the absence of rhythm are used throughout both to provide distinct wrinkles and challenges in the rhythmic play and to characterize the opponents to whom those audio cues are matched and what role they play in the narrative.
Yoiyami Dancers gets very difficult in short order, though it provides ample resources for any kind of player to hang with it--a good tutorial, four distinct difficulty modes, a host of equippable and usable items, an exceedingly customizable practice mode, unlimited continues and game over comeback power-ups, and two characters with their own quirks/stages/bosses/stories all ensure that there is a lot to dig into and be supported along the way if needed. That it feels like such a hurdle is to me also indicative of what makes it so special: you may have played other games partly like it, but nothing else is really exactly reflective of what it sets out to do and so skills gained in adjacent genres don't directly transfer to its specific challenges and rhythms. It's absolutely stellar and among the best the wild and unpredictable world of
Touhou fan games has to offer. The recent English release on Steam hopefully foretells a Switch equivalent, where the game has been available in Japanese since 2020.