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Yoiyami Dreamer/Gameplay

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Note: The following information is based on the current PC version.

Gameplay

Controls

The game may be played using either a keyboard or a gamepad. The default keyboard controls are as follows:

  • and - Move left/right
  • Z - Jump (can also be done in mid-air through thin platforms)
  • X - Attack, either by throwing shots or pushing enemies if one is nearby
  • C - Bomb
  • A - Dodge
  • Esc - Pause

Many of these actions can be combined, such as holding +Z, then releasing Z for a high jump. [full movelist TBA]

Basic Gameplay

Yoiyami Dreamer consists of 7 worlds total, each containing multiple stages and a boss at the end. Stages are cleared by entering the exit door, which must first be unlocked by collecting a key in the stage. The key can only be collected once all enemies in the stage have been defeated.

Stages wrap around on all four sides, so anything that falls through the bottom will come back from the top of the screen. The only objects exempt from this are most enemy bullets.

The game features 6 modes: 4 difficulties for the main game (Easy, Normal, Hard, and Lunatic), Extra and WebTrial. Higher difficulty levels feature more difficult boss patterns, harder variants of enemies and slight tweaks to level design. Extra consists of one world not seen in the main game and must be unlocked, and WebTrial features stages from an earlier trial release of the game and loops infinitely as long as no continues are used, becoming more difficult in each loop. Each mode also features slight mechanical changes:

Mode Easy Normal Hard Lunatic Extra WebTrial
Starting lives 7 2 2 1 3 2
Number of continues Infinite 1 (2 max) 1 (2 max) 1 (2 max) None 1 (3 max)
Manpuku Gauge requirement
for extra bombs
80 100 100 120 100 100
Number of stuns allowed
before dying
9 9 6 4 9 9
Max point item multiplier 3.0 5.0 7.0 10.0 8.0 5.0 (+2.5 per loop)
Rare item drop rate Very infrequent Normal Somewhat frequent Frequent Frequent Increases per loop
UFO timer Disabled Disabled 80[1] 60 90 Disabled
Special Player stun time reduced to 2/3,
enemy stun times tripled
Enemies that recover
from stun gain extra HP
Loops infinitely as long as
no continues are used

Attacking Enemies

Shots may be thrown by pressing the Attack button when no enemies are nearby. These can be aimed by holding or and will damage enemies on contact. Once an enemy has taken enough damage, it will become stunned and can be defeated by getting close and pressing the Attack button to push it.

The player's shot can be powered up to increase its size and damage by collecting power items. The player's shot is upgraded once power reaches 16, 48, 80 and 128.

Defeated enemies will continue to bounce around for a certain amount of time before "bursting" and dropping items. If an enemy is stunned by being hit by another enemy bouncing around, it is instantly defeated and a combo begins, with higher combos causing defeated enemies to fly faster, stay on screen for longer, deal more damage on impact and drop more items. If the impact does not deal enough damage to stun the living enemy, the defeated one will instantly burst and drop items. Specifically, the way combos work is that each enemy has an internal combo count, and if that enemy knocks out another one, the enemy it just defeated will have a combo one higher than the one that defeated it (so if an enemy is defeated with a 3 combo, all enemies that it knocks out will make a 4 combo as opposed to it increasing each time).

Bosses and certain large enemies cannot be stunned, and are simply defeated when all of their health is depleted. These enemies will not bounce around the screen afterwards, regardless of how they are taken out.

Lives and Health

Yoiyami Dreamer gives the player a limited amount of lives to clear the game before a continue must be used. Coming into contact with an enemy will generally cause the player to lose a life, but most bullets will only deal chip damage or stun the player.

Chip damage removes control from the player for a brief moment. Taking chip damage several times in succession will stun the player, but it otherwise has no further effects.

If the player is stunned, they lose all control for several seconds except for the ability to use bombs. Mashing buttons in this state will speed up recovery slightly. Being stunned also causes the player to lose "health", which is reflected on Rumia's expression in the bottom left corner of the screen. The lower the player's health is, the longer it takes to recover from being stunned, and if enough health is lost, being stunned again will cause a life to be lost (indicated by a sound cue and Rumia's portrait flashing red). While stunned, some bosses may also use different attacks, typically changing from non-lethal attacks to lethal ones. The number of times the player can be stunned before dying (or the amount of "health" lost) depends on the mode being played. Lost health will recover over time.

Losing a life will reduce the player's shot power and fill the Manpuku Gauge. Using a continue will grant the player a full power item and max out the bomb stock and Manpuku Gauge.

Extra lives may be earned by collecting 7 life fragments or Rumia dolls. Clearing a world awards an extra continue, and may also grant extra lives under certain conditions (needs investigation).

Show details

The amount of Manpuku Gauge gained on death depends on the number of lives lost on the current stage or boss phase:

First death: +100%, caps at 150% total gauge (1 bomb + 50% gauge)
Second death: +150%, caps at 250% total gauge
Subsequent deaths: +175%, no cap

The amount of power lost and power items dropped are both percentages of how much power the player had on death, and depend on the player's active potions. Specifically, it is based on the number of red potions active minus the number of blue potions active:

-2 or -3: 60% lost, 35% dropped as items, 2/3 of dropped items converted into point items (approx. 48.3% total loss)
-1: 60% lost, 35% dropped as items, 1/3 of dropped items converted into point items (approx. 36.6% total loss)
0: 60% lost, 35% dropped as items (25% total loss)
1: 40% lost, 24% dropped as items (16% total loss)
2: 25% lost, 15% dropped as items (10% total loss)
3: 16% lost, 16% dropped as items (no loss)

The amount of random 1-up items that may appear is capped per run. (further investigation required)

Bombs

Like the mainline Touhou games, Yoiyami Dreamer features limited-use bombs to deal with difficult sections. Using a bomb will deal heavy damage to all enemies on screen, provide a short window of invincibility and reveal nearby items. All stunned enemies will have their stun extended as well.

The player starts with no bombs, but can stock up to 3 by filling the Manpuku Gauge. Most items will increase this gauge by one unit, though some will increase it by a much larger amount or not at all. The Manpuku Gauge may be filled even once the maximum stock of 3 bombs is reached, allowing the player to regain a bomb almost instantly if one is used.

Yoiyami Dreamer also features a deathbomb system. If the player takes fatal damage and has 3 bombs in stock, they will have a short window to use a bomb and prevent a death. The Manpuku Gauge will rapidly drain while in the deathbomb state.

Grazing

Certain actions will render the player invulnerable against bullets and lasers (but not physical contact). Passing through bullets in this way counts as grazing them, and fills a circular gauge around the player's power level. The more full the graze gauge is, the more damage the player's attacks do. Collecting power items at full power also increases the gauge slightly.

If the graze gauge is not increased for a short time, it will begin to deplete. Losing a life, getting stunned or using a bomb will empty it completely.

Items

Each stage features many invisible spots containing items, which can be revealed by hitting them with defeated enemies. These are generally various food items that increase the player's score and fill the Manpuku Gauge, but certain items can also have other effects, most notably the aforementioned Rumia dolls and medals, which will cause a large food item to drop once a stage is cleared.

Most of these spots draw randomly from a common pool of items, but others contain items from a more limited selection or may be completely fixed.

Options

Occasionally, red gift boxes may be revealed. These can be opened by pushing them twice, which will cause an option item to appear. These can be either Wriggle Nightbug's cape, Mystia Lorelei's hat or a frozen frog (corresponding to Cirno), and will change between the three over time. Collecting an option item will cause a small doll of the corresponding character to appear and follow the player. Only one option may be equipped at a time; picking up an option item when the player already has one equipped will change to the one collected instead, or grant extra points if it's the same type.

Options will attack alongside the player when shots are used:

  • Wriggle Nightbug fires bullets that aim towards nearby enemies, but have a limited range.
  • Mystia Lorelei fires purple balls that behave very similarly to Rumia's shots, but explode into a small circle of piercing bubbles on contact or after a few seconds.
  • Cirno lunges in the direction Rumia is facing with a piercing ice sword attack. Long cooldown.

The player may release their current option by holding Z+X for a short time.

Potions

Gaps

Certain stages (usually the 7th stage per world) feature a closed gap that can be opened by having a defeated enemy pass over them. Opened gaps may be entered at any time by moving onto them (even if there are enemies left in the stage), and will lead to a hidden stage, generally containing useful or high-scoring items. These hidden stages are also exited via gaps, which are always open (again, even if enemies are present) and lead to the next regular stage.

UFOs

Saving

Clearing a world (or one loop in WebTrial) will create temporary save data at the start of the next world. If the game is closed and opened later, the player will have the choice of continuing from their save. This save data will be deleted when it is loaded, the game is cleared or a new game is started. This means that after a save is loaded, the player must clear at least one world or loop to avoid losing their progress.

The amount of times save data was loaded in a run will be displayed on the ranking screen, but it will not prevent unlocks. Using practice mode will not erase temporary saves.

Boss Battles

Screen Layout

Scoring

Enemies

All enemies have a base score value, which is multiplied based on that enemy's combo count when it is defeated. The combo multiplier seems to increase every two hits; a 2 or 3 combo gives an x2 multiplier, 4-5 gives x3, and 6-7 gives x5. (An 8 combo gives a x7 multiplier, but anything beyond that needs investigation.) Score gained from defeated enemies is also affected by the point item multiplier. Additionally, 5 points are gained every time a KO'd enemy bounces off a wall, ceiling or floor.

Items

1-Hit Clear Bonus

A 1-Hit Clear Bonus is awarded for clearing a stage by only pushing one enemy. These start at 10,000 points in most modes (increased to 15,000 on Hard and 20,000 on Lunatic), but not missing any 1-Hit Clear Bonuses will build up a chain that multiplies the bonus, up to x20. The bonus is also doubled if it was earned with a UFO onscreen. The chain only breaks if the bonus is missed twice in a row, but it will only increase if it was also obtained in the previous stage. The chain also cannot break if a stage is finished with a UFO onscreen. It is worth noting that the bonus is only awarded if the pushing animation was triggered once, so attacking a non-stunned enemy at very close range will cause the bonus to become unattainable for that stage.

Spell Card Bonus

Bosses will occasionally attack using a Spell Card, which have a score bonus associated with them. These start at a predetermined value and will decrease over time (faster while the player is stunned). Finishing a Spell Card without using a bomb, losing a life, and before the bonus reaches 0 will add it to the player's score. Certain Spell Cards can only be defeated by timing them out; the bonuses for these will normally not decrease over time, but they also decrease very quickly while the player is stunned. The starting value of spell card bonuses is multiplied by the current spell bonus rate. This can be increased by collecting point items, and is reduced at the start of every world. The maximum spell bonus rate is always twice the maximum point item multiplier.

Show details

The 4 different kinds of point items increase the spell bonus rate by different amounts:

  • Large: +0.0050
  • Medium: +0.0025
  • Small: +0.0005
  • Tiny: +0.0001

All spell bonus rate gain is affected by the current point item multiplier.

The spell bonus rate starts at x1, and is reduced at the start of every world to:

(spell bonus rate - 1) / 2 + 1

Point Item Multiplier

The point item multiplier affects score gained from certain items (indicated with the score value ending in ×? on the item collection screen), as well as from defeating enemies. Collecting point items fills the multiplier gauge next to it on the HUD, and filling it completely will increase the point item multiplier by 0.5. The maximum point item multiplier depends on the mode being played. Dying will reduce the point item multiplier.

Show details

The 4 different kinds of point items increase the gauge by different amounts:

  • Large: +1.00
  • Medium: +0.50
  • Small: +0.10
  • Tiny: +0.02

The amount of gauge required to increase the multiplier increases alongside the multiplier:

required gauge = 9 + point item multiplier * 2

The amount of gauge lost on death is a percentage of the current required gauge amount and depends on the number of active blue potions:

  • 3 potions: -60%
  • 2 potions: -120%
  • 1 potions: -180%
  • 0 potions: -240%

This percentage is always relative to the current maximum gauge.

Grazing

UFOs

All Clear Bonus

Unlockables

Practice Mode

Extra Stage

Routes

(Warning: contains spoilers!)

jk i haven't gotten to this part lol

Achievements

  1. Erroneously shown as 90 in the difficulty selection screen.