1. If the pattern is fixed with no variations at all, then it fails. ( the NOT DANMAKU rule )
2. If the rhythm is not required to play the game, then it fails. ( the NOT RHYTHM rule )
Therefore,
1. We need a bunch of bullets with different properties.
2. We need most dodges to be rhythmic.
That's when I realize that there is absolutely no way to do traditional Touhou in osu!.
For Ouendan to osu!standard, it's easy, because it was a rhythm game.
For taiko(tatsujin) to taiko(osu!), it's easy, because it was a rhythm game.
(
I don't want to talk about CTB, I never understand it)
For BMS-type to mania, it's easy, because it was a rhythm game.
For Touhou though, we need to tweak it somehow, while keeping the danmaku stuff.
So, what about we just cross the 2 together?
Imagine this, there are danmaku, and hit circles, in the same screen.
You have to evade the danmaku, then move to the hit circles, then hit the C key to earn points.
Yeah, this sounds insane, but what about making the hitcircles, like, 35% as big as the screen?
(I think the only playable difficulties are the 3 star Easy ones, but I still think this might me a good starting point)
(And of course, the hyperdash from CTB might need to appear too)
SPOILER(I assumed the new "approach circles" approach from the inside and expand until it hit the big circle.)