Every spell card in the flash game Project Nite Festival is listed on this page, accompanied by a screenshot of the spell card, its behavior, and an optional strategy for capturing/surviving it.
修符「ジュウシマツ住職体操」 Training Sign "Gymnastics of the Bengalese Finch Priest"
Owner:
Now Learning 1 — Hard
Comment:
Three trajectories. Four streams of quick normal danmaku in each cardinal direction. Four slow streams of needle bullets forming a pinwheel. Occasional thin rings of small danmaku.
Team Clairvoyance can reside on the lower right corner of the screen for two pinwheel strokes thanks to a small hitbox. The rings of small danmaku spawn 11, 21, and 31 seconds into the spell card.
修符「ジュウシマツ住職体操」 Training Sign "Gymnastics of the Bengalese Finch Priest"
Owner:
Now Learning 1 — Lunatic
Comment:
Three trajectories. Four streams of fast normal danmaku in each cardinal direction. Four slow streams of needle bullets forming a pinwheel. Occasional dense rings of small danmaku.
Team Clairvoyance can reside on the lower right corner of the screen for two pinwheel strokes thanks to a small hitbox. The rings of small danmaku spawn 11, 21, and 31 seconds into the spell card.
Two trajectories. A pinwheel made of nine streams of small danmaku that swap directions repeatedly. Rings of small danmaku that spawn when the pinwheel rotates counter-clockwise.
Many blind spots. "Alice" is standing on one. Follow the streams of the pinwheel to earn points for grazing.
Three trajectories. A pinwheel made of nine streams of small danmaku that swap directions repeatedly. Rings of small danmaku that spawn when the pinwheel rotates clockwise. Rings of small danmaku that spawn when the pinwheel rotates counter-clockwise.
Some blind spots. "Alice" is standing on one. Follow the streams of the pinwheel to earn graze.
Three trajectories. A pinwheel made of nine streams of small danmaku that swap directions repeatedly. Rings of small danmaku that spawn when the pinwheel rotates clockwise. Rings of small danmaku that spawn when the pinwheel rotates counter-clockwise.
Some blind spots. "Alice" is standing on one. Follow the streams of the pinwheel to earn graze.
Three trajectories. A pinwheel made of nine streams of small danmaku that swap directions repeatedly. Rings of small danmaku that spawn when the pinwheel rotates clockwise. Rings of small danmaku that spawn when the pinwheel rotates counter-clockwise.
Few blind spots. "Alice" is standing on one. Follow the streams of the pinwheel to earn graze.
Four trajectories. A preliminary stream of 120 homing needle bullets. About three complete rings of needle bullets. A second stream of 120 homing needle bullets. Two large danmaku.
Part one. Attack one: one trajectory. Three sets of five streams of 15 homing small danmaku. Attack two: one trajectory. 20 sets of 21 homing needle bullets. Attack three: two trajectories. A pinwheel of clockwise fast normal bullets. A pinwheel of counter-clockwise slow normal bullets. Part one repeats once.
Part two. Three trajectories. Four streams of normal bullets flying in all cardinal directions. Frequent homing large danmaku. Eight streams of arrow bullets that spawn from the large danmaku.
For part one, tap dodge the first two attacks. Stay near the bottom of the screen during the third section and pass through visible gaps.
For part two, constantly move in a lower quadrant to avoid the large danmaku and the arrow bullets. Only cross the streams of normal bullets as a last resort.
Two trajectories. Two streams of 45 homing small danmaku. Four homing large danmaku.
After spawning the streams of small danmaku, loop around the cluster to avoid all bullets. When the streams form, move through the center of it to graze both streams.
Two trajectories. Three streams of 45 homing small danmaku. Sixteen homing large danmaku that are first sent in groups of four diagonally before splitting orthogonally.
When the streams form, move between two of them to graze two streams.
Two trajectories. Five streams of 45 homing small danmaku. Sixteen homing large danmaku that are first sent in groups of four diagonally before splitting orthogonally.
When the streams form, move between two of them to graze two streams.
Two trajectories. Seven streams of about 90 homing small danmaku. Sixteen homing large danmaku that are first sent in groups of four diagonally before splitting orthogonally.
When the streams form, move between two of them to graze two streams.
Three trajectories. 12 cyclic streams of normal bullets. Two homing lines of two small danmaku. Three waves of three homing large danmaku.
The homing lines spawn every 6 seconds starting 4 seconds into the spell card. The large waves spawn every 7 seconds starting 8 seconds into the spell card. Stay near the bottom of the screen, near the middle stream. When the homing lines or large danmaku waves approach, cross a gap in the stream. Stand on Hatarakiari's face for 7 seconds to graze many bullets.
Three trajectories. 24 cyclic streams of normal bullets. Two homing lines of four small danmaku. Four waves of three homing large danmaku.
The homing lines spawn every 6 seconds starting 4 seconds into the spell card. The large waves spawn every 7 seconds starting 8 seconds into the spell card. Stay near the bottom of the screen, near the middle stream. When the homing lines or large danmaku waves approach, cross a gap in the stream. Stand on Hatarakiari's face for 7 seconds to graze many bullets.
Three trajectories. 24 cyclic streams of normal bullets. Two homing lines of seven small danmaku. Four waves of three homing large danmaku.
The homing lines spawn every 6 seconds starting 4 seconds into the spell card. The large waves spawn every 7 seconds starting 8 seconds into the spell card. Stay near the bottom of the screen, near the middle stream. When the homing lines or large danmaku waves approach, cross a gap in the stream. Stand on Hatarakiari's face for 7 seconds to graze many bullets.
Three trajectories. 24 cyclic streams of normal bullets. Two homing lines of eleven small danmaku. Six waves of three homing large danmaku.
The homing lines spawn every 6 seconds starting 4 seconds into the spell card. The large waves spawn every 7 seconds starting 8 seconds into the spell card. Stay near the bottom of the screen, near the middle stream. When the homing lines or large danmaku waves approach, cross a gap in the stream. Stand on Hatarakiari's face for 7 seconds to graze many bullets.
Three trajectories. A field of twenty small danmaku and one large danmaku. Two waves of ten small danmaku. Three streams of fourteen small danmaku. FOEs will sporadically spawn from the top of the screen.
"Alice" is the recommended character for this spell card because her laser pierces through "Youmu" to hit faraway FOEs, she is relatively fast when focused, and she has a large point of collection. FOEs drop point items and power items when killed. Collecting point items will increase your overall score and collecting 20 small power items will upgrade your weapon and give you a bomb. A well-placed bomb can shield your character from most danmaku and perhaps kill a few FOEs. Bombing will not award the spell card bonus, but will still successfully complete the spell card nonetheless. Misdirect the waves and streams towards either lower corner. Run to the lower right corner, which is a temporary sanctuary, while misdirecting the field about halfway. Rinse and repeat. Destroy FOEs with bullets when necessary.
Eleven trajectories. Five streams of paw prints. Stationary fire cannons that launch forward after 3 seconds. Fast laser bullets. Spreads of two normal bullets that spawn 15 seconds into the spell card. Spreads of two arrow bullets that spawn 15 seconds into the spell card. Spreads of three normal bullets that spawn 20 seconds into the spell card. Spreads of three arrow bullets that spawn 20 seconds into the spell card. Spreads of four normal bullets that spawn 33 seconds into the spell card. Spreads of four arrow bullets that spawn 33 seconds into the spell card. Spreads of five normal bullets that spawn 45 seconds into the spell card. Spreads of five arrow bullets that spawn 45 seconds into the spell card.
"Yukari" is the recommended character for this spell card because her familiar's bullets will consistently hit "Remilia" for constant score increases, her small hitbox is hard to nail, and her slow speed increases precision. When initiating the spell card, stand in front of "Remilia" for three seconds to squeeze in a few extra bullets. Stay at the top of the screen and strafe up and down to dodge the spreads of normal/arrow bullets. "Remilia"'s random number generator can decide to kill you at any time, but she does not have artificial intelligence.
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