Aside from the web build having the title screen empty of all UI elements for some reason, everything went smoothly. The winning run boiled down to: focus on the spiders and trapdoors, and count to 4 and 2 respectively when shining the light. The rest of the enemies serve to constrain how the mouse can be moved and to keep the mouse moving at all times.

Pinky Cat
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Hzzah! The cloudy enemy is working properly now? The light can shine on trapdoors and chimeras just fine.

Also, found another amusing softlock by timing a trapdoor that it almost time to release right when the blue light transitions when Renko is close. The game over screen doesn’t appear, and it just an eternal loop of Renko & Merry walking.

Spooky! Those little animations, sound effects, and the change in overall lighting sell the atmosphere.
Although, I’m not sure what to do with the “red eye cloud spirit” enemy that makes the light unable to do anything. Looking at your trailer, it appears the enemy’s effect should only be around the enemy, but my playthoughs shows the enemy’s effect to be global — effectively causing a softlock. Also, shouldn’t the enemy have yellow eyes to indicate: “this enemy does not need light”? I was a bit confused on what shining the light on the enemy didn’t do anything.
Note, I play on a 16:10 aspect ratio, if this matters for anything.

I was quite surprised to hear the Prismrivers perform music! It is a neat idea for a visual novel, but I would have liked to see the audience’s reaction to their music to allow for immersion. It would add tension to the narrative and would allow the reader to think about the story in addition to listening to the music.
This game is certainly hard. Every action Marisa can do costs resources and that places a tough execution challenge when Marisa has to act as legs for the Great Unmovable Library.
The game demands routing, through that is more to do with how fast enemies shoot once they have spawned. It would be nice to know when enemies spawn and when the next wave will appear to ease the challenge of learning the enemy route.
I also note that this game is unforgiving with invisibility which is notable when Patchouli is surprised attacked from the edge of the screen. Makes every round tense when a mistake can end the run as simple as not picking up Patchouli.
But I got to say, it is not often when a game requires the player to have the proper knowledge about every move, every round, and every enemy in order to have a chance of beating the game. Perhaps this is more of a test between Marisa and Patchouli?
As for tips for beating this game:
- The field increases in size as Marisa’s energy bar goes down.
- But enemies at the edge have invisibility, so don’t shoot so early.
- The Master Spark appears to have a much bigger range than what the laser shows.
- Patchouli has so much dialog. Speak to her three times when she is not damaged. Getting Patchouli damaged will only show her hurt dialog. And most painfully of all is her dialog when not speaking to Patchouli in pervious rounds.
