Unstable and Unimaginable Power/Gameplay
The game may be played using either a keyboard or a gamepad.
Keyboard controls are as follows:
- The Arrow Keys move the character around
- Z causes a short barrage of shots to be fired; it may be held down for rapidfire
- X releases a bomb, also known as a Spell Card (presuming that any are left)
- Shift slows the character's movement; it also makes your attacks more focused
- Esc pauses the game and brings you to the in-game menu
- R (in the pause menu) restarts the game
- P saves a screenshot
Unstable and Unimaginable Power is a basic vertical-scrolling danmaku shooting game, in which the player's character is always facing towards the top of the screen, shooting at anything that moves, avoiding and weaving between enemy bullets, and confronting difficult bosses at the end of a stage.
There are 4 levels of difficulty: Easy, Normal, Hard, and Lunatic. Each difficulty level features differences in the number of bullets fired by each enemy, rate of fire, variations in the bullets' pattern of movement, and the number and type of enemy Spell Cards used.
The player will traverse 3 increasingly harrowing stages through the course of a regular game.
A character's "shot" is the player's primary method of attacking enemies.
Point of Collection
There is a line most of the way up the screen called the point of collection. If you move your character at or above this line, all point items on the screen will be drawn to your character. In Unstable and Unimaginable Power, the POC is always available.
Bomb (Player Spell Card)
Unstable and Unimaginable Power features bombs (actually spell cards). A character's "bomb" is the player's limited-use method of getting out of difficult situations. It deals heavy damage to every enemy it touches, in addition to canceling out any bullets in the bomb's way. The player also becomes invincible during a bomb and for a short time after the bomb's effect wears off.
At the beginning of the game, you will start off with 3 bombs. Extra bombs are obtained by collecting bomb fragments, which appear on filling the item meter (see below).
You can carry up to a maximum of 8 bombs at a time. Fragments will be dispensed if the player has the maximum number of bombs.
In this game, the player's life stock is represented by hearts. With default settings, you will start off with 3 lives (i.e. 2 lives in stock). You can lose a life by getting "hit" by an enemy attack.
The hit box for your character is quite small in comparison to your on-screen sprite. If you hold Shift, a dot appear, showing the hitbox precisely. If the hit box of your character's sprite comes into contact with the hit box of an enemy bullet, laser, or the enemy itself, then you have been hit.
If you have bombs in stock and the Bomb key is pressed within a short time of the player's character being hit, then the hit can be negated and countered with a bomb. This counter-bomb time is only a fraction of a second, after which you will lose a life as normal.
Extra lives are obtained by collecting life fragments, which appear on filling the item meter (see below).
Upon losing all their lives, the player is given the choice to continue right where they left off. However, if you do continue, your current score will be reset back to 0 and you will not be able to save a replay of your game.
The main challenge and the main attraction. Each boss has multiple lives, which are represented by stars shown at the upper left of the screen. Bosses usually alternate between attacking normally and attacking with Spell Cards, switching once with each health bar. Blue dots represent when a new Spell Card will begin.
Normal attacks are incrementally stronger versions of the boss character's basic attack. Spell Card attacks bedazzle the player with combinations of complex patterns that often involve the use of projectiles and obstacles crafted especially for use with that Spell Card. If the player manages to defeat a Spell Card attack without getting hit or using any bombs, a substantial score bonus is rewarded for the feat.
Each attack is accompanied by a timer. When time runs out, the boss will switch to their next attack pattern even if their health bar isn't empty. Waiting for a boss character's attack pattern to self-destruct may be enough to beat them, but in general mere survival won't earn the player any score bonuses.
When fighting a boss, a position marker shows up on the bottom margin of the screen, indicating where the boss is on the horizontal axis. Since your target can be completely obscured by bullets at times, use this marker to help you aim your shots.