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A jam submission

[MMD] Touhou: Gathering Reverie v0.029View game page

Submitted by Animamundi24 — 3 days, 13 hours before the deadline
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[MMD] Touhou: Gathering Reverie v0.029's itch.io page

Results

CriteriaRankScore*Raw Score
Controls / UI#552.6543.250
Sound/Music#582.6543.250
Art / Graphics#722.0412.500
Overall Fun#752.2452.750

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Hi there, 

I was really interested in looking at this game more closely, as I have a long time love of 2D fighting games (from an animation/frame data perspective as I'm garbage at playing them T_T) but unfortunately I seemed to be unable to get past the character select screen (maybe I don't have a second player input?) as I wanted to at least check out the move sets from an animation/hitboxes/visual clarity pov. From what I could see from the video footage, I notice that the characters look very "floaty" especially in their jumping actions. I would suggest looking up "anticipation" and "follow through" as animation techniques. basically when characters jump, they need to build up force to take off (this is similar to a wind up for pitching a ball) so crouching a bit to "spring" into the jump will convey a visually more natural looking motion and sense of weight and gravity. The same with landing from a jump, there should be follow through to convey the change in motion/momentum.  Basically to convey forceful or weight you need these things and the more "powerful" the sense of force being exterted, the more these need to be exaggerated to "sell" the idea visually. This is especially challenging to convey in fighting games when there is a technical aspect to cramming all this information visually in a gameplay mechanic that is dependent on frame counts (one of the reasons many 'light pokes' tend to look super weird when motion captured) but thats one of the reasons I love it so much when it's done well. Sorry I can't rate your game or talk more specifically, I hope this is helpful and not overly critical as I don't understand the context from playing, just impression from video footage. Other than that the set play looks pretty fun and I like the agressive heavy tools for extending pressure and setting up oki.

Developer (1 edit)

[LB]+[RB]  /  [Q]+[E] for Quick Start from Main menu, Num0/Insert on Keyboard to confirm P2 Selection. 

Once upon a time I'm going to implement a mono-player choices for both sides.

Submitted(+1)

Among all the WIP features, the one that this game really need the most is the possibility to play against an AI, so it can reach a more broad public.

Submitted(+2)


(It was pretty easy to find the mandatory game end screenshot for this game, I just had to look at the credits.)


I am somewhat knowledgeable in Touhou things, but I'm not at all into fighting games. I am a solitary fairy (I tried asking my 4-legged pets, but they weren't very cooperative...), so I could only test alone with my keyboard and my xbox controller. I don't think I am well placed to comment the core gameplay given my limitation.
The art style (and the voice acting, for that matter) feels a lot like some Touhou 3D videos I saw on youtube during my off-hours.
The music is probably my favourite part of this game. It sounds a lot like a bunch of Touhou remixes, and that is exactly what a game like this need as soundtrack.

Random points I wanted to mention:
-I don't exactly see the point of showing the controls scheme of any character who isn't taking part in the current combat.
-I saw consistently a weird graphic artefact in long screen (it is the more visible in the credits, but it appears at other place too). It looks like a short blurred line. I assume it is a bug.
-Without the context, the third word of the third sentence of the quote for the original character feels extremely weird.

In the end I give this game a "I'm still looking for any fairy in this game" out of 10.

Submitted (1 edit)

Sadly I was not able to play your game since its an only Windows port. I just wanted to make the comment that it appears even when using wine I am not able to run your game for some reason.

I get the following error:
HEAP_INFORMATION_CLASS 1 not implemented

You can totally ignore this though as this is like a Linux emulation thing, but wanted to bring it up encase anyone else attempted.

That being said I think based on the screenshots the models + UI for your game looks good though! :)

Developer

I have a gameplay record of previous (outdated) build. Some bugs are noticeable (especially that counter hit/punish is counted incorrectly), but already fixed. I hope it helps :)

Submitted(+1)

Interesting! I didn't have a second person to play with so that makes testing this much more difficult. A bot for the practice mode, even one that just stands still, would be a good addition for both testing and practicing in general. The audio is a little unusual on some of the maps with being a bit too light and bubbly for the action but that may be a personal choice for me. I also think increasing the sound effects for attacks would be good, as not hearing the impacts made the game feel off. That said, the controls were fluid and the abilities are very extravagant in a good way. With a bit more polish, I think that would really shine through.

Developer(+1)

Yes, of course the sound will be improved later when I have time for it. The main goal now is to implement all gameplay mechanics and make it work perfectly fine. Thank you for understanding ^-^

Submitted

I not into fighting games, but looks interesting.

Developer

Best fit to play matches with a friend, holding a gamepad each. Actually, this is the only mode I made so far, lol. More to go, planning to implement an AI to play against, and maybe a new fully-made character, soon. Next update will have a better optimization - I'm aware of FPS drops in menus. Keeping up the Great Work!