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in reply to @DecayWTF's post:

I'm writing it based on SDL to begin with but the engine I'm building, I can pretty much swap the backend out and all the primitives are intended to map easily to either simple OpenGL box-pushing or any bitblt primitives. I'm also using a restricted subset of Lisp I can compile down to C pretty easily

lol i've basically done this (never released the thing i was working on though)

had the engine working great on linux, netbsd, mac os x, and i think i had a partial 3ds port (top screen only), and was working on gba support

then tried to get even the SDL version working on windows and it just refused to work properly and would inexplicably corrupt files

I've had this vague concept for a vertical scrolling shooter but the gimmick is you can netplay between people running the Windows / Linux / big cat OS X "portable" version and the bespoke MS-DOS CGA, Genesis, etc. ports

... this is of course an insane amount of work for a gimmick that will go seldom used

Oh that's fun. The one I'm working on is a horizontal shooter, I'm sort of envisioning it as a 2hu game, the main gameplay gimmick is that there's multiple characters with different sets of powers and you can swap between them, so you need to switch to the best character for each section and make sure you collect powerups for each of them. I haven't really thought about any multiplayer or netplay features...

Oh yeah, I played the classics for years too, Thunder Force, R-Type, ESP Ra.De, DoDonPachi, console games like Gunhed/Blazing Lazers and Radiant Silvergun and the like, I only started to get into bullet hell games a little in like the later 2000s. Touhou is really The Series that established bullet hell, they're all absolutely fantastic games if you like that type of shooter. All really unforgiving too. The main series games are all vertical bullet hell games so doing a take that's more of a traditional side-scrolling shmup in the vein of like Thunder Force IV, R-Type, Deathsmiles etc really appeals to me