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17/05/2026

... I'm not even going to say anything. Let's just get onto the changes I've made.



It's not music to my ears!

So! Ignoring everything I said about the monthly blog posts, one of the things I promised was a more in depth post on what I've worked on! One of the first things you might notice is a (very barebones) title screen! No, Murasa is NOT going to be a part of the final game, sadly. Sad news to the 5 Minamitsu fans out there (me included). Originally, I was going to showcase a very early file selection screen, but that's still in the works right now so this is the best you're getting for pre-game content for now! As well as that, custom music! I've posted my remdition of Lunate Elf (Stage 2 theme of Touhou 6) on the Sunshroom's Garden Youtube channel, if you really really want to listen to it. (I don't recommend, it's the first actual track I've made and we all know how first tracks sound like (not good))

Fairies have been given a redesign! Well, not really. I'm giving every fairy variant a different sprite, so ones that shoot 1 bullet at a time will be completely different to ones that shoot 3 bullets in different directions, as an example. This should hopefully make it easier for players to know what Fairy does what. Also it wouldn't really make sense for maid fairies from the Scarlet Devil Mansion to be immediately going after Koishi, would it? Unless they premoved and knew what she was going to happen...

Another thing is fairies will exclaim when they see Koishi and question where Koishi went if they can't see her in their line of sight anymore, before going back to wandering around left and right. This wouldn't have been possible if it weren't for me being so bored to check the patch notes of the engine I'm using and finding out on the beta releases of the engine had made it so a sprites Field Of View (FOV) faces the way the sprite is facing.

Here's a little image to better explain what I'm trying to say. Just saying it's much better than fairies still shooting at you 10 feet below the ground!

Field Of View comparison.
Field Of View Comparison. Pre FOV was used in the last update video.

You might have also noticed that I've also added some invincibility frames to the fairies. While I'm still a bit unknowing of whether I'll keep the change or not, for now it lets me give the fairies hurt sprites when they get injured from Koishi's bullets. It does let bullets pass through the invulnerable enemies and hit the unfortunate backliners, so there's a possible bug fix I may need to implement. Or make it a feature :P.

That should be all the changes. Of course, there are a couple miscellaneous changes, like Basic bullets no longer consuming MP (that blue bar) and the Exo Boots having a charge sound. Looking back... this wasn't a lot of changes was it LOL. Oh well uhhhh... slow and steady steps?


Dev Talk

Finally, everyones' (1 person's) favourite part of these blogs! This one is going to be a short one, sadly but know that I haven't forgotten about it!

In case you've somehow managed to read up to here without looking at one of my socials you should know there's a discord server you can join to see progress about this game here. As well as that, I made a little promotion trailer I think you should watch too! While it doesn't have any gameplay in it, it's got fumos! Lots of them! And everyone loves fumos, right?


Anyway, that's it from me this month! Look forward next month to (very much hopefully) a protodemo of the game! And another blog update!

Jacketko apologises profusely for the inconvenience

Jacketko Murder in Pseudo Paradise (not Koishi) apologises on behalf of Koishi for not posting updates on the game...