DanMu
A bullet-hell shooter painted on a hanging scroll at night.
DanMu is a vertical-scrolling danmaku shooter. On the left is a dark ink-wash sky full of bullets. On the right is a paper talisman (an ofuda) that keeps your score, lives and power the way a ledger would. Patterns are dense but readable, and your hitbox is a single dot. Squeezing through a gap that looked closed is the whole game. Slow down with Focus, graze bullets for points, and save your bomb for the moment you need it.
The soundtrack was written for this game in the same spirit as the art. Plucked strings and koto drive the stages, bamboo flutes carry the melody, and temple bells and taiko come in for the bosses. There are six looping cues, from the slow title nocturne to the 180 BPM final boss theme.
How to play
- Arrows / WASD: move
- Z / Space: shoot and confirm
- Shift: focus (slow movement, tighter shot)
- X: bomb
- Esc: pause. While paused, W/S and A/D set the music and sound volume
- On the title screen: W/S difficulty, A/D ship, Shift mode, V sound settings
- M: mute everything at any time. L: switch language
Features
- Story mode: five stages with a boss at the end of each, named spell cards, and short dialogue scenes
- Endless mode: waves keep getting harder. After each wave you choose one of three upgrades (with rerolls), twin bosses can appear, and your best runs go on a wave leaderboard
- Three ships (Spirit Frame, Gale Wing, Star Lance), each with its own shot and bomb
- Four difficulties, from Easy to Lunatic
- Music and SFX volume settings plus a mute key. Settings are saved
- Play it in the browser, or download the Windows or Linux build to play offline
Language
The game is fully translated into Simplified Chinese and English. It follows your system language on first launch. Press L on the title screen (or click the 中文 / EN line) to switch.
Credits
Game design and original code: KuthorX. The art, music and sound effects of this version were made with AI (Claude), which wrote the code that draws the art and composed the audio programmatically. Made with Godot 4; the generator scripts are in the project source.
Fonts: Noto Serif SC, Ma Shan Zheng and Noto Sans CJK SC, all under the SIL Open Font License 1.1.
Music & SFX rendered with Vital (GPL-3.0 synth), Serum 2 factory presets and the MuseScore MS Basic SoundFont (MIT; S. Christian Collins, based on FluidR3 by Frank Wen and FluidR3Mono by Michael Cowgill).
一部画在夜色挂轴上的弹幕射击游戏。
《弹幕 · 边界幻想》是一款纵版弹幕射击游戏。左边是满是子弹的水墨夜空,右边是一张符纸,像账本一样记下分数、残机和火力。弹幕很密,但每一种都看得清,你的判定只有一个点。从看似封死的缝隙里钻过去,就是这个游戏最好玩的地方。按住低速精确走位,贴着子弹擦弹拿分,把灵击留到真正需要的时候再放。
配乐和美术是同一个思路写出来的:关卡由筝和弹拨弦乐推着走,旋律交给竹笛,首领战加入钟声和太鼓。全作共六首循环曲,从缓慢的标题夜曲,到 180 BPM 的最终首领曲。
玩法
- 方向键 / WASD:移动
- Z / 空格:射击、确认
- Shift:低速(移动变慢,射击更集中)
- X:灵击
- Esc:暂停。暂停时用 W/S、A/D 调节音乐和音效音量
- 标题界面:W/S 选难度,A/D 选自机,Shift 切换模式,V 打开音量设置
- M:随时全部静音。L:切换语言
特色
- 剧情模式:五个关卡,每关末尾都有首领,带有符卡名和简短的对话
- 无尽模式:波次越来越强。每波结束后从三张强化里选一张(可以刷新),有时会同时出现两个首领,最好成绩记入波次排行榜
- 三种自机(灵枢型、岚羽型、星枪型),射击和灵击各不相同
- 四档难度,从简单到狂气
- 音乐、音效分别调节音量,另有静音键,设置会自动保存
- 可以直接在浏览器里玩,也可以下载 Windows 或 Linux 版离线游玩
语言
游戏完整支持简体中文和 English。首次启动时跟随系统语言,在标题界面按 L(或点击「中文 / EN」那一行)即可切换。
制作
游戏设计与原始程序:KuthorX。本版本的美术、音乐和音效由 AI(Claude)协助完成:美术由它编写的代码绘制,音乐与音效由它以程序方式作曲。使用 Godot 4 制作,生成脚本都在项目源码中。
字体:Noto Serif SC、马善政楷书(Ma Shan Zheng)、Noto Sans CJK SC,均采用 SIL Open Font License 1.1。
音乐与音效使用 Vital(GPL-3.0 合成器)、Serum 2 出厂预设和 MuseScore 的 MS Basic 音色库(MIT 许可;S. Christian Collins,基于 Frank Wen 的 FluidR3 与 Michael Cowgill 的 FluidR3Mono)渲染。
| Updated | 1 day ago |
| Status | Released |
| Platforms | HTML5, Windows, Linux |
| Author | KuthorX |
| Genre | Shooter |
| Made with | Godot |
| Tags | 2D, Bullet Hell, danmaku, Godot, Roguelite, Shoot 'Em Up, vertical-scroller |
| Average session | A few seconds |
| Languages | English, Chinese (Simplified) |
| Inputs | Keyboard |
| AI Disclosure | AI Assisted, Code, Graphics, Sounds, Text |
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