An Touhou-inspired scrolling shooter bullet hell game about magic dragon girls!
✿ Try it out on Steam! ✿
https://store.steampowered.com/app/3337840/No_Need_for_Flowers/
✿ Listen to the OST! ✿
https://sylvysprit.bandcamp.com/album/no-need-for-flowers-ost
For more info, you can also visit: https://noneedforflowers.com
You can play No Need for Flowers, a new Touhou-inspired bullet hell game about dragon girls, right now!!
Try it out on Steam:
Dodge through colorful bullet patterns as you shoot down hordes of enemies in this arcade-style scrolling shooter bullet hell about magic dr
... And itch.io!:
A scrolling shooter bullet hell game about magic dragon girls!
ABOUT THE GAME:
Play as a dragon priestess on a quest to stop a mysterious necromancer from destroying the world...
NNFF features classic high-action danmaku gameplay veterans can appreciate. Its easy to learn mechanics makes it great for people new to the genre too! There's a lot of quality of life such as a snappy in-depth practice mode, replays, smooth easy-to-read graphics, and more!
This game also has a strong focus on its story and characters, with dynamic boss sprites with simple but fun animations, expressive animated dialogue portraits, and there's even an unlockable bestiary containing the backstory of all of the bosses you meet!
Also, the music (composed by Princess Sylvysprit) is really REALLY good!! (Demo OST album releasing soon...)
This demo contains the first 3 stages. I really hope you enjoy it.
Developers:
🐊Game by Mongo
🎵Music and SFX by Princess Sylvysprit
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Hello! It's been a while since the last update. For the past 2 months, I've been hard at work finishing up the game and preparing it for release. In the Steam announcement linked below, I go over what's finished, what's not, and what to expect!
For the past 2 months, I've been hard at work finishing up the full game and preparing it for release. In this post, I'll go over what's fin
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This is Plumeria! She appears No Need for Flowers.
The art style looks a lot different than usual because this was actually an old, unfinished drawing of her that I cleaned up and finished recently. Her design has changed a lot over the course of development, and the version you'll meet in the full game will look very different. (Less legs... You'll see soon)
You can play the demo for NNFF here!
Dodge through colorful bullet patterns as you shoot down hordes of enemies in this arcade-style scrolling shooter bullet hell about magic dr
(You'll have to wait for the full release next year to see Plumeria, though!)
Developers:
🐊Game by Mongo
🎵Music and SFX by Princess Sylvysprit
Fun fact: Snapdragon is one of the only character designs that didn't already exist before starting work on the game. I wanted a two-headed character, but the idea of just giving her two samey heads felt kind of boring and somewhat cliche. So to make it interesting, I based her off catdog and made the tail head an evil little monster that torments her (sorry Snappy).
You can beat up Snapdragon here!
Dodge through colorful bullet patterns as you shoot down hordes of enemies in this arcade-style scrolling shooter bullet hell about magic dr
NNFF has some pretty experimental stages as far as bullet hells go. Here's a preview of Stage 4, one of the most experimental levels in the entire game:
Without giving too much away, the second half of the game has more serious and dark conflicts. Stage 4's background monologue is meant to help introduce and build up to that, so the late-game boss fights feel more important.
If you played the demo, you may have also noticed the darkened power bar and are wondering what that means. It's a new mechanic exclusive to the late game that I'm keeping a secret for now.
^placeholder bg for another stage
I want to make NNFF as unique of a bullet hell experience as I can! I really hope people enjoy the full release next year.
Try out the No Need for Flowers DEMO for free on Steam, itch.io
Dodge through colorful bullet patterns as you shoot down hordes of enemies in this arcade-style scrolling shooter bullet hell about magic dr
A scrolling shooter bullet hell game about magic dragon girls!
Developers:
🐊Game by Mongo
🎵Music and SFX by Princess Sylvysprit
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
✓ Live Streaming✓ Interactive Chat✓ Private Shows✓ HD Quality
Anya is LIVE right now
FREE
Free to watch • No registration required • HD streaming
The scoring system has been completely reworked, and the true Hard Mode has been added! Most bugs have also been fixed, along with many graphical improvements.
You can check it out here:
Dodge through colorful bullet patterns as you shoot down hordes of enemies in this arcade-style scrolling shooter bullet hell about magic dr
... or here!
A scrolling shooter bullet hell game about magic dragon girls!
For all the details of what's been changed, you can keep reading below!
Score System Overhaul
DEMO v2.0.0 7/12/2025
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Summary
• The graze/multiplier system has been completely reworked into a new system called "tension"! It has much more impact on your score, and there are tons of interactions to learn and master.
• Hard mode has been updated to match its much more difficult full-game counterpart!
• The stages were polished to have betting timing!
• Tons of bug fixes and fixing of mechanics that were not working as intended.
• Additionally, many of the point values and calculations were changed in this update.
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WARNING
• Due to changes to bullet patterns, old replays will be de-synced and should be deleted.
• It is strongly advised that you delete your scores. You will be prompted to do this upon updating, but you could also just say no to this prompt... But, like, please don't.
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(NEW) Hard Mode Revamp
• All Hard Mode changes that are present in the full game but were missing in the demo have been restored. In short, there's a lot more bull... ets. Bullets, yeah.
• Some sections are particularly cruel (not sorry).
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(NEW) Tension!
• Your tension is displayed in the UI under your graze.
• Base spell bonus values are affected by tension: Base Spell Bonus = (Base Value + (Tension * (16 * Difficulty)))
• In Boss Practice, tension has no effect: Spell Bonus = Base Value.
• You now receive (50 + (Tension * .1)) points per graze collected in the current stage during the end-of-stage scorecard sequence.
• Blue star worth is enhanced by tension: (Item Worth = Item Size * (Y Value + Tension)), capped at 64,000
• Tension is halved upon losing a life.
• Tension is reset to 0 upon entering a new stage.
How to increase your tension...
• Collecting a pink star = +1
• Collecting bullet bonus stars = +1
• Collecting graze = +2 (or +1 as Esther)
• Collecting a blue star (not max) = +2
• Collecting a blue star (at max) = +5
• Defeating an enemy = +5
• Clearing a boss spell without losing a life but you used a spell = +50
• Clearing a boss spell without losing a life _and_ without using a spell = +250
• Clearing any boss phase (not as Esther) = +(Time Left * 3), capped at +500
• Clearing any boss phase (as Esther) = +(Time Left * 6), capped at +500
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(Rework) Bullet bonus has been made important
• Using *ANY* spell causes all bullets on screen to turn into bullet bonus stars now, not just counter spells.
• Bullet bonus automatically triggers at the end of a boss attack phase if you didn't lose a life AND didn't use a spell... Basically, counter spell spam has been de-incentivized, and will give you the same if not worse results than thoughtfully-used normal spells.
• Bullet bonus stars now give 50 points (in addition to tension).
• Mastering bullet bonus is key for maximizing your score, especially during the non-boss portion of the levels. Well-timed bullet bonus triggers can give hundreds of extra tension. Although, since spells cost power, you need to be clever about it!
• Also, here's a cool fact that may help Esther players: Did you know that if you use a spell *right* as a boss's non-spell phase is cleared, it won't count against your spell bonus for the next phase? (Its usefulness is situational though)
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(Rework) Graze has been simplified
• Graze is no longer lost upon getting hit.
• During the end-of-stage scorecard sequence, instead of displaying the number of graze collected during the stage, it displays your Graze Bonus and ticks up to your total rather than down to 0 for improved clarity.
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Misc. score related changes
• All spell bonus values have been altered to be more consistent and much lower.
• Timeout spell bonus base values have been greatly reduced.
• The points received per remaining life at the end of a playthrough have been reduced from 500,000 to 160,000.
• The game clear bonus has been significantly reduced and now only gives (64,000 * Difficulty) points, as it is more of an aesthetic bonus rather than one meant to have impact.
• The perfect clear bonus is no longer multiplied by difficulty and now only gives 64,000 points. Again, aesthetic bonus.
• The mega blue star's base worth has been halved.
• The maximum worth of blue stars is now capped at 64,000. The number displayed will flash rainbow at this value (Did you know this was already a feature?).
• All tiers of boss drops have been altered.
• Boss drops are no longer effected by your current power for simplicity.
• Boss spell highscores are no longer recorded outside Boss Practice.
• Boss Practice non spell boss attack score calculation has been changed: Score = Score + (Graze Bonus Calc).
• In Practice Mode, when you lose a life, you also lose 160,000 points.
Misc. gameplay changes
• Spells now cause all items to be collected during their entire duration rather than just at the end.
• All items are now collected upon reaching max power.
• Added a mega pink star which gives +.2 power that is dropped by bosses and during set points in some stages on certain difficulties.
• Many bullets have increased size.
• Stage wave timing has been significantly improved (no more empty space).
• Added more birds to stage 2.
• The second half of stage 3, the flower spawners are no longer killable.
• The enemies at the end of stage 3 no longer punish you for using a spell.
• Many stage enemy formations have been made more complex.
• Added more telegraphing sfx to various attacks.
• It is now significantly harder to exploit Snapdragon's last stand spell for massive graze (work for it!).
Help menu improved
• Updated the help menu with information about the new scoring mechanics.
• Added a section about boss item drops.
• Added a section about item value.
• Added a section about end-of-game bonuses.
• Some wording has been made more direct.
Graphical improvements
• All pickup sprites have been made darker to help distinguish them from the background and bullets.
• The largest pickup tiers are darker for enhanced readability.
• The opacity of the limited continue message has been increased.
• Some bullet sprites have been swapped with their outlined versions for enhanced contrast between pattern layers.
• The mega score enemy sprite has been changed to be more obviously important.
• Added more color variety to stage 2 and 3 patterns for better pattern readability.
• Streaming bullets will now usually be drawn below all other bullets for better pattern readability.
Other changes
• Your highest tension score for the current game is recorded and displayed in the end-of-game stats screen.
• Removed the misc option that loaded your best graze score in practice mode, as it no longer effects anything.
• Added a misc option for toggling if whether total graze, stage graze, or stage/total graze in shown in the UI.
• Pressing back on the main menu no longer sets the selection to "Quit".
• The focus button now slows down the credits.
Bug fixes
• Replays no longer de-sync when holding and then letting go of the skip button during dialogue.
• Stage Practice stages ending early is no longer tied to the highest difficulty beaten (this was functionality leftover from a long-removed mechanic).
• Fixed an oversight that caused the graze score to be wrong in the end-game results screen after exiting or losing the current game.
• Fixed an oversight that caused the graze bonus to be calculated slightly incorrectly.
• Fixed an oversight which caused your stage score to be lower if you skipped through the scorecard sequence too quickly.
• When a boss appears, all items will now always be instantly collected as intended.
• When pickups swap from score to power upon obtaining max power, they now calculate their score using max height value as intended.
• The life piece sprite is no longer distorted.
• The foggy bullet spawners in stage 1 no longer erroneously give 3x graze.
• Player spells no longer deal damage to enemies that are off-screen (fixes the issue with empty waves after using a spell).
• Fixed a crash in the practice select menu that would happen when holding the focus button and moving the cursor right three times after completing the secret stage.
I've been putting together a major patch that addresses some of the core issues with the game's design. Mainly, the confusing/underdeveloped score mechanics, sprite readability issues, and difficulty have all been massively improved upon, along with some general bug fixes.
If you want to see what's being changed ahead of time, you can check out the patch notes on the NNFF website here!
An arcade-style scrolling shooter bullet hell game about magic dragon girls!
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
✓ Live Streaming✓ Interactive Chat✓ Private Shows✓ HD Quality
Anya is LIVE right now
FREE
Free to watch • No registration required • HD streaming
Hello again! I have some info to share regarding the development of NNFF…
Demo improvements
Quick personal update: I've been very busy with real life stuff lately… But! I managed to free up this week, and went ahead and patched the demo to include fixes to all of the issues that were reported so far:
Bug Fixes:
• Fixed a rare crash that would occur when clearing a boss's last stand spell during your death animation.
• Corrected most graphical errors in ultra wide resolutions.
Improvements:
• Added visual control prompts to certain menus.
• On subsequent playthroughs of the secret stage, you can now pause the game. Exiting the stage, either by clearing or through the pause menu, will now return you to the title screen.
Speaking of the demo, it's now available for download on Game Jolt!
I'd like to thank you again for all the support the demo has received and is continuing to receive! Since the last post, it has gotten over 800+ downloads on Steam and itch.io combined, and even more positive feedback. I hope the most recent patch will make the experience just a little bit better for everyone.
Demo OST release
Also, it was announced before, but just in case you missed it: The demo OST is available over on Bandcamp! If you enjoyed the music, consider checking it out!
What's next?
Despite the aforementioned personal delays, NNFF development is still going strong, and it's on track to be finished and released in 2026! While the exact release date isn't decided yet, I can confidently say it will be out sometime in spring or summer… So look forward to that!
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Try out No Need for Flowers for free on Steam, itch.io, or Game Jolt
Dodge through colorful bullet patterns as you shoot down hordes of enemies in this arcade-style scrolling shooter bullet hell about magic dr
A scrolling shooter bullet hell game about magic dragon girls!
Developers:
🐊Game by Mongo
🎵Music and SFX by Princess Sylvysprit