
An TouHou style barrage shooting game, with a unique firepower and boundary mechanism, use of the mechanism and resources, in the difficult Stage and BossBattle to master the rhythm and explore the SpellCard ,to defeat the FinalBoss, uncover the veil of transformation, and see the "dream of the sky"
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
Media

About
《The Top of The Dream》 is a retro style bullet screen shooting game created by the The Top of The Legend fan game production team.
Game background
The monsters and residents of Fantasia have all dreamed of an unknown place in the sky, and the gods of Fantasia have also noticed the strange changes in their dreams. Hakurei Reimu, troubled by dreams, went alone to the sky to explore the truth
Game mechanics
Borrowing the power of dreams in the dream, the firepower will increase with one's own wakefulness state. Consuming some wakefulness value can release the dream barrier, greatly increasing the firepower value and providing protection against attacks in the barrier. After the barrier is completed, the full screen bullet will be eliminated and dropped objects will be collected.
Card rules
Boss will sing talismans and start releasing powerful barrage during battles. When releasing the token, the boss will hold the shield, and the shield will not be damaged during its existence. Attacks on the shield will reduce its duration.
At the end of the symbol card time, if it has not been hit by barrage attacks/body attacks, it is considered as "symbol card full avoidance", otherwise it is considered as "time end".
Break the token before the end of the token time. If it does not lose health, it is considered a "successful collection". Otherwise, it is considered a "failed collection".
Author's words
This game is generally biased towards STG beginners, with a user-friendly level continuation mechanism, and with sufficient planning, firepower and skill resources are relatively abundant. Although the density and difficulty of the barrage are higher than most N and H, if the barrier mechanism can be fully understood and utilized for bomb evasion and firepower coverage, it is enough to break these epic talismans. Finally, during the challenging bottom of the game or when completing the game, I hope you can enjoy the fun brought by this game!
Additionally, due to the limitations of the game's size, we apologize for not being able to achieve difficulty grading!
Stats
Languages: Simplified Chinese*, English*, Japanese*, Traditional Chinese**languages with full audio support
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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[h1] 梦里有顶天,醒来卡成狗♥ [/h1] 2021年的东方同人弹幕射击游戏,以梦境异变为背景,博丽灵梦只身前往天上一探究竟。玩法上支持符卡全避和结界机制,设计思路本身是有的,美术也值得肯定,立绘和场景都比较精致,光看卖相确实有“同人精品”的感觉。 但问题实在太多了。 战斗体验一言难尽,弹幕密集度偏高且辨识度低,光污染严重,经常不知道被什么打死的。手感也黏糊,闪避没有无敌帧,道中杂兵战又臭又长,打一只怪互蹭半天。系统层面更让人头大,存档点极少,存档点之间传送还要消耗道具,踩个陷阱直接送回起点,彻底杜绝扣血强过的可能。而且汉化塞了大量网络烂梗,本来挺悬疑的梦境氛围,突然蹦出句梗直接出戏。 不过成就系统倒是够硬核,24个成就,全避类成就完成率普遍不到2%,全符卡收取的“麻将山”也只有76.3%——对真正的弹幕硬核玩家来说,也算是一块不折不扣的磨刀石了。 免费游戏,同人情怀党可以进去听个响、截几张图,但对体验完整性有要求的玩家,建议直接绕道。 [h1] 蜀人曰:苦笋不可食,食之动痼疾,令人萎而瘠。 -- 苦笋赋 黄庭坚♥ [/h1]
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
哎你怎么活了.jpg 不知道为什么今年这个游戏发了一堆小更新以及音乐预告,看来这游戏也要趋于完善了 不过…………好像就是加个音乐包而已 游戏本身没啥好说的,让人感觉不太像是东方的奇怪对话以及很多时候一般般的弹设算是比较掉价,能称得上比较好的地方也许是每面之间都有一段衔接 总体上来说其实游玩体验还勉强算有东方的味道,不像某些玩起来也非常无趣的同人游戏 看在也许还在更新的状态上给个好评吧
纯纯的贵物,音乐都没有你发什么STG,沉寂三年你连音乐都没解决,活该褒贬不一,弹幕也没出色到哪里去,贴图也是一般,演出基本没有
明明努力打通了,被狠狠地炸了rep QAQ
没音乐光听打鼓听自闭了,有几处的激光判定是不是有bug
同人二创,鼓励一下(当然还有一个原因是是免费了) 能用Unity引擎+车万弹幕逻辑把游戏本体做出来,而且基本没有什么恶性Bug(我遇到了点击退出游戏时无响应闪退),是挺厉害的一件事(游戏到此为止了!.jpg) 背景能无缝切换到下一面是一个亮点。 从各种细节和设计上还是可以看出制作团队还有很大的提升空间,剧情几乎等于没有(虽然反正有剧情也是见面打架),不知道制作这个游戏花费了制作组多少时间和成本,看致谢名单人数不多,猜测可能有一部分还是学生;在游戏测试方面有条件的话还是可以多拉些玩家来测试,或许可以提早得到反馈。比方说与官作相比,个人感觉初见杀的次数有一点多了;在部分场景下(例如二面开头)激光与背景融为一体,基本没看见就莫名biu了;boss在对话时仍然有碰撞箱(亲测撞了会掉残,倒也合理);五面开场有大约20秒的空白(没有bgm的坏处体现出来了);五面boss道中燃符[断崖]的弹幕初见杀,由于不知道下一步会怎么动作,因此拖成了完全封路,多周目才发现要逆流而行;五面boss关底某两个非符似乎前摇过长,然后初见杀;六面boss关底气符[云霄剑意]屏幕的震动重影+激光+特效难以定位自机(晃屏幕坏文明);[四顾拔剑斩]激光判定很奇怪,似乎与贴图差的比较多;终符时间拖得个人感觉有点太长了,由于要走位,满火力基本也没法击破。 还有就是标题界面demo的Example 6 1E9是什么鬼,看起来是自带的Replay(话说为什么一个新下载的游戏会有别人的rep啊) 以上是本人玩下来的感受。可想而知,除非是STG狂粉,很多人估计就上手一两遍,疮了就停。当然,游戏的难度曲线设计本身就是一门很大的学问,一个粉丝团队能做成这样还是蛮了不起的。
依托答辩
stage 2, lasers are the same colour as the background, no music, drum sounds for the bullets, it's entry level, but there's other touhou fangames that are entry level, free, and have good music, all in all, this aint it, chief.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.