Danmacool Unlimited or Ride to Bullet Hell: Retribution?
Okay, okay, I'm sorry.
I am of middling, so-so shmup skill. Keep that in mind as I list things wot I liked and things wot I didn't liked.
The presentation is remarkable. It's marvelously pretty to behold, and is great to show off to the uninitiated as their eyes sparkle at all the colours.
The soundtrack is a treat, and was the initial selling point for me; BLANKFIELD is an artist I was already familiar with. If you are not, which you probably are, because the implicit personality theory is clouding my judgment, then consider looking up 'start from zero blankfield' for an idea of what they typically get up to.
The customisation is a nice touch, as you can mix and match firing styles, or even pump all your points into lives and shields so you can get hit a bajillion times and not give a toss.
Dev support has been phenomenal, better than I expected, given...the steamscape right now, but that's not my place to comment on.
The gameplay is fun. Just good, solid shmup fun. Which brings me to my first negative...
...it is not the most challenging or complex bullet hell game. Which, from another perspective, is a good thing, as we'd get sick of fighting Hibachis for every boss. With a little experience of the genre, you will likely enjoy it. Veterans, however, may not be satisfied.
Many patterns feel like I've seen them before, but then again, that's to be expected by now. And some I KNOW I've seen before. Eirin! Eirin!
It could do with a retry option from the pause menu, for players who throw away their runs at the first mistake in a fit of self-hatred like me. I'll try to remember to edit this out if it gets patched in.
And, I guess Boss Rush mode's music gets a little repetitive since all the bosses have the same theme? Yep, 0/10 for that one problem.