Project RGBH
About
Project RGBH is a game that I want to create. It is a Rhythm and Bullet Hell style hybrid, with the goal being to avoid bullets that are produced to the rhythm of the game's soundtrack.
You need to survive each track until the very end to continue the story.
There will be pre-boss fights leading up to each of the 6 total bosses. The OST will take a more Electronic style, with the final boss leaning into Classical Hardcore.
Story
Project RGBH takes place inside of a city in a semi-futuristic world, tall skyscrapers and stores everywhere. One fateful day, a dark blue mist spreads across the city, shattering reality itself like glass. The glass shards begin to twist, becoming something unrecognizable.

The protagonist (unnamed) who had just spent time with her friends feels as though she is the only one truly seeing the calamity occuring, despite the evidence of distress. She concludes that she must try to stop whatever is causing this mist.
She discovers that the mist's origins is a tall, tower-like building. She is surprised that she had not given it a second thought previous to this event.
Analyzing this building, she can see stained glass windows near the top, illustrating a woman and other fantastical imagery. This is only a sign of what is to come
At the door, she is stopped by [unnamed], asking what her purpose within this building might be, as she is lacking a dresscode. She cannot let herself be stopped when reality appears to be dying, and must attempt to move past him, which ends in the first boss fight of the game.

She escapes him, and rushes further along into the building, in which she meets [unnamed], an agent, the second boss. This agent is serious and mildly cocky at first, but loses her cool once the protagonist is avoiding her attempts at apprehension.
Sneaking away and trying to remain hidden in her search, knowing she must be well-known inside of the building as an intruder by now, she stumbles upon a laboratory. She assumes that this must be where the mist is originating from, however upon further inspection this is a technology laboratory.
An AI android with the nametag displaying "Omoiyari" greets her. He begins talking about and explaining the technology on this floor, what he does as his job, maintaining and leading the technological advances with other AI. He then speaks of "Jessy", how “grand and amazing” his creator is, assuming that the protagonist knows who she must be. He continues conversing about how she abandoned being an artist in order to sketch technology blueprints for the industry, not even paying attention to whether the protagonist follows. Eventually he figures out that the protagonist is actually the intruder, and gleefully initiates the third boss battle, as if he does not properly understand the significance of the intruder's actual purpose.


Finally managing to get away from Omoiyari's battle, not entirely unscathed, she finds herself somewhere... More colorful than usual. Above her is a witch, someone introducing herself as Cordelia. On later glance, her floating broomstick and cyan fireballs are not real magic, but rather advanced technology. Cordelia comes across rather playful and relaxed, revealing herself as one of Jessy's highest subordinates. She could care less of what her boss does or the going ons outside, she just wants the fantasy she gets to live through Jessy's power and technology, remaining inside of this pink room. She knows that the protagonist is here to now take that away from her, and proceeds to initiate the fourth boss fight, involving the most playful and light battle theme in the game.
As she escapes Cordelia, she rushes into yet another higher floor in the building. Once she reaches one brighter than the rest, she is stopped by a cyber-knightly figure with a sword. He sternly and coldly refuses for her to continue forward, ready to terminate her on the spot. Tye is of the second highest authority as Jessy's partner. He must protect her will, he must bring whatever she desires into fruition. No-one knows her or what she has been through like he does, and all he wants is for her to be happy. One is unable to change his mind, and thus Tye initiates the second final boss fight. At the end of the fight he is summoned out of the room and into Jessy's office due to failing to eradicate the intruder.
The protagonist, breathing a sigh of relief to have avoided termination, proceeds to attempt to finish what she started. How could she possibly leave if there is no world left to go to?
She ends up finding Jessy's office, and the upset lady as well. She puts on a pleasant face and sternly, yet gently approaches the protagonist. Her walk is an offer to spare the fight.
Jessy begins to speak with her as the hall becomes a blank void, offering an explanation as to why this mist exists to begin with. She is creating a new world, a better world. She has seen the misfortunes that this world has to offer, and wants one where it can be better to be truly alive. Jessy gently holds the protagonist's hands, and tells the protagonist to join her cause with a sincere, yet intense look in her eyes.
After the exchange, the protagonist just cannot agree to destroy this world, with pain and suffering in the process, simply to create a new one.
The dark lady before her does not accept this answer.
When the protagonist figures that she has an opportunity to leave and find the machine being powered herself, Jessy swiftly knocks her out of balance, and she realises that she will have to endure the worst to get out now. Jessy becomes visibly cold as ice and infuriated as she was before, now initiating the final boss battle. Her true intentions slowly show themselves, one who just wants harmony would never be this desperate to annihilate another.

Eventually she finds an opportunity to escape the confrontation and find the machine nearby, Jessy chasing after. She has to figure out a way to turn this machine off, however it was never designed to be.
This is where the player is urged whether to keep looking for a way to turn it off, or just smash it.
The ending(s?) is still being decided.