My first Cave game was Espgaluda II HD which has more geometrically pristine patterns, so Bug Princess 2s more frenetic, organic ones (the final bosss final Ultra Mode spiral pattern is a wonder to behold) provide a welcome change of pace. I would prefer an HD version (Espgaluda IIs was worth every penny—just needs widescreen support!!!), but since none exists I sprang for this on sale. Apple should kiss Caves feet for bringing these stellar titles to iOS in such style—and Cave, touch is the only way Id _ever_ consider playing shooters, perfectly manageable on iPod (iPad would be tiring), so...please keep that in mind (besides, portrait widescreens the perfect composition for bullet hell).
I miss the feeling of volumetric depth like in Espgaluda IIs 3rd level through a floating city; neither of the Bug Princess games has its graduated multi-plane in effect :-( I never had the exhilarating rush of being caught up in an epic moment the way I did again and again with Espgaluda II, I think because the camera is alway strictly overhead.
I love "abnormal shot" and dont see why its not their default: your satellites torque around you, covering your flanks, and in the process fire bullets on-tangent at all angles—much better than the original Bug Princesss formation options.
Without losing any fundamental score strategy complexity or subtlety from Espgaluda II, Bug Princess 2 never forces you to press buttons in advance for a shot at the best loot, so non-expert players like me dont feel so left out.
I wish they wouldnt force jumping into Shot mode during boss battles and just leave score-mongering for when you use the On/Off button to control the bullet cull; if you _dont_ opt for On/Off it should stop caring which youre on and just collect everything.
If button switching were somehow easier Id try it more often but thats one aspect where touchscreen makes things much harder than being able to rest my fingers on a physical button without triggering it...
If they would update for widescreen I could switch between Laser and Shot more predictably and score a lot better, cause its too far up the screen now to seat my left hand comfortably in that corner to hold iPod steady while staying hiked up enough to hit the button reliably. The button could also stand to be a tad larger, because even with my right index finger it wont switch half the time since I cant spare enough attention to aim that well.
Palm is far more powerful than Rico to the point playing as Ricos practically a chore. Whats up with that? Extra challenge as her?
I was freaked out thinking continues were forever to be doled out in miserly fashion but then unlocked unlimited continues, so thats actually cool they make you learn to care about how you play first (Espgaluda II just hands you that, which I still dont mind, either...). I had almost walked away from the game because of it so maybe they should tell you, or show that its an unlock?
I appreciate that Caves bullets are always a clear read both over the background and each other.
Visuals are charmingly retro. For coming out in 2012 its pretty _old_-school...I wonder what Cave could do with sub-pixel, anti-aliased higher-res art even if its still primarily 2-D... Gamers would have to pony up the sales on an effort like that, though, for _sure_...!
The musics pretty good, but I liked the first Bug Princess a little better (and way better than most of Espgaludas) because it was more atmospheric and set a deliberate pace (e.g. Stage 4 with the green dragons and waters down-tempo but wicked-cool chimed billows), though this is no slouch (I love the timpani roll near the beginning in the boss theme, though like Espgaluda IIs boss theme best of all).
Overall I prefer Espgaludas peerlessly epic stages and immaculate bullet patterns, but in terms of mechanics Bug Princess 2s got it beat with simpler yet more versatile options (plus Im a sucker for satellites, absent Espgaluda), and its wild bullet patterns are an interesting departure.