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A jam submission

Tengoku 1.5: 聖歴史 〜 Tome of Ancestral VisionView game page

There is a cursed book in the library, that tells of great battles 1000 years ago...
Submitted by Dogtopius (@dogtopiusdev), lapspider45 (@lapspider45) — 17 hours, 21 minutes before the deadline
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Tengoku 1.5: 聖歴史 〜 Tome of Ancestral Vision's itch.io page

Results

CriteriaRankScore*Raw Score
Theme Interpretation#14.0564.056
Audio#14.3334.333
Polish#34.0004.000
Overall#33.9843.984
Graphics#44.0004.000
Engagement/Fun#43.8893.889
Originality/Creativity#63.8893.889
Magical Girl Concept#63.7223.722

Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the Magical Girl Genre?
The main magical girl character can fly, shoot unlimited magical arrows and use powerful bombs. She also has a magical cross for warding away enemies, showcased in a cutscene.

Which theme(s) did you pick?
Phantom, Blood, Stardust, Crusaders, Battle, Tendency

How does your game fit the theme(s)?
Phantom: The first boss is a half-phantom Blood: The first boss is a half-vampire Stardust: This is the theme of the second stage, with the guardian wearing a stardust cape and having star themed attacks. Crusaders: Gabriella wears a uniform similar to a crusader. Battle: The game is focused on boss fights and the story is themed around a war that must be stopped. Tendency: One character is an army general who loves to fight.

Were the graphics/audio assets for your game made during the jam?
Most of the graphics were made during the jam, with the exception of the heart and bomb UI graphics and the magical arrow sprites, which were reused from MGGJ3, and the red bullet sprite, which was made outside of the jam. All of the music was made during the jam, but most of the sound effects were either reused from MGGJ3 or made outside of the jam, with some of them being slightly edited ones from freesound.org.

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Comments

(+2)

Very solid bullet hell game! I'm very bad at Touhou-likes, so I don't know if I can give too much of an informed opinion, but the bullet patterns were very well designed and scary! I really liked the element of only having a brief flight window where you can do damage, though I wish the character automatically faced the enemy. I also never saw a good time to shoot upwards. I noticed there was a graze mechanic, and I'm curious what it was accomplishing because I couldn't tell. The writing and art was very cute as well! Great work!

Developer

I thought I replied to this... guess it was just in my head XD
Glad you liked the bullet patterns!

Having the character face the enemy sounds like a good idea, I might consider adding it if I ever update this in the future...

As for the graze... unfortunately, it does absolutely nothing. My one mistake with this entry was leaving the game's resource system to the end and rushing it, which is why things like extends never made it in.

Thanks for playing! 

Submitted(+2)

TBH, i have rated this game after playing it once. but then i played it several more to figure out what to write.  first thing first. It's a solid completed game with good graphic, music, character designs and game mechanic.  It's impressive for a one-month game jam. Also it's agressively trying to include as many themes as possible. Theme Interpretation is definitely max.

I do get some small problems during gaming. i sometimes can't decide to shoot from ground or fly and shoot from side. also when characters fly, it seems it can't change shooting direction between left and right. maybe it should just auto face the enemy? And it's probably better if the invincible time after hit can be longer, or it triggers a bomb. I sometimes get frustrated and continuously lose hp. or maybe it's just me not good at bullet hell game. (glad there is infinite continue)

And then here is a thing i am considering. I can tell this game get inspired from Touhou, to the point there is quite some direct copied elements, like the effect of spell cards. If it's some necessary game mechanic, then i understand. But for visual, i guess it's better to be more original, or copy ideas from another source. (fun fact: when i was developing the first Song of Morus game, i had a nervious feeling that it's heading to Touhou-like, so i was purposedly trying to make difference. )

Developer

Thanks for playing! I understand it may seem quite heavily inspired, but at the moment I'm struggling to think of ways of adding unique elements without changing what is expected of this type of game... 

Host(+2)

I rated this game very highly (don't tell the person but higher than Shibey's lol), very impressive; altho this is another game designed for masochists

Fun, Graphics, Audio, all of them I rated as maximum. Especially the music is very awesome.

Polish is mostly okay with good feedbacks to the player, but it can have some improvements:

  • there are some attacks that are too sudden with fast bullets -- an animation signaling such kind of attack is recommended.
  • The ability to change shooting direction while flying is also something to consider.
  • And also deathbombing; I actually got lucky enough to do that while playing and used a bomb the same time I got hit but I ended up with losing one life but still having full bombs so I definitely died after using my previous life's bomb. Would be nice if I hadn't lost a life imo

The only one I gave 3 star was Originality because well... I think we both know where the core of the gameplay is taken from... with spell cards even lol. Bullet Hell Platformers have been done a lot too including in a fangame. Not complaining too much though; but I think one twist or two to make it even more original would be good next time. Obviously it still has original aspects like the story (pretty much any game) so it's 3 stars; ratings even lower than that is reserved only for obvious rip-offs.

Submitted(+2)

I'm glad you put in infinite continues; no way in hell I would have been able to complete this otherwise lol.

This was a pretty good boss rush entry. I think the main thing I found myself wishing for was like a diagonal shot like Samus or something because most battles kind of devolved into me sitting under them trying to dodge very short-run-up projectiles while holding down fire. Trying to jump and hover and fire accurately while dodging bullets was just too much especially when my flight time would run out and I'd drop into a hail of shots. Also I would often find myself running away from bullets into flight, but then couldn't turn around mid-air.

It's difficult to assess gameplaywise for me, since I don't think I'm very good at these, but would probably rank it as a bit too difficult. Some of those shot patterns are absolutely insane to try and keep track of for me.

I enjoyed the various characters and their art, but I think it was a bit difficult to keep track of everybody and even to tell what was going on. I liked that the cutscene engine managed to have slide-ins and emotes though - I didn't manage to program that into mine! What engine was this made in?

Developer

Thanks for playing! 

I hoped that the infinite continues would make this one more accessible to people, so it seems to have worked.

I tried to scale the difficulty as best as I could, and the final boss is indeed aimed at more experienced players of bullet hell. 

Glad you liked the characters and art. The game was programmed in Construct 2.

Submitted(+2)

I'm slightly confused as to how Angelica and Gabriella relate; is Gabriella the subject of a book Angelica was reading? I was expecting this to be in the intro to the game but no explanation was given. Maybe it's later in the game, I didn't get that far.

I died at the first (tutorial?) boss. Unfortunately I can't play bullet hells to save my life.

I did notice some possible glitches. Sometimes I couldn't aim while in the air and sometimes it did seem to work, not sure what's going there. Some hits also seemed to pass through me.

Nonetheless in general this seems to be a really nice and polished entry. The art is fantastic, the music and sound works great with it, movement is responsive and mechanics seem to be well polished.

Developer (1 edit)

Thanks for playing! 

> Is Gabriella the subject of a book Angelica was reading?

Yes, but you had to get past the first boss to find this out since that's when the story truly begins.

I'm not sure exactly what you mean by not being able to aim in the air, but you can't aim upwards while flying, that's only on the ground. And having hits pass through you is on purpose, in these types of games the hitboxes on bullets and the player are smaller than they appear which means you can only be hit if the bullet touches a specific spot on you (When flying, this is shown as the circle with the blue outline on the player character)

Submitted(+1)

Yeah, I kinda figured the explanation might come up later.

I'm referring to aiming left and right. When flying, Gabriella seems to be stuck facing the direction she was facing when taking off, but only sometimes. Maybe. I'm not sure exactly what's happening, but sometimes she was not facing the direction I was expecting her to.

Developer

It's intended that you face the direction you took off in, but if you changed direction suddenly before doing this, it would have read that direction instead.

Submitted(+2)

Great entry. I wrote a little something on the game page but I meant to put it here.

Submitted(+2)

Very fun. The characters look good and the battles are enjoyable. I really liked the patterns and trying to figure the way out, and even if it's hard, the "continue" option avoided getting too frustrated.

One complaint I have is how Angelica move, I feel she is too fast, and that makes it hard to adjust movement to dodge some of the more precise patterns. The flight was also kinda hard to use, and it using it at the same time as dodging and attacking was a bit overwhelming.

But yeah, overall I really loved that game.

Developer(+1)

Thanks for playing! I got some comments on MGGJ3 saying that the character was too slow, so maybe this is too far in the other direction... But good that you loved it overall!