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A jam submission

Touhou Kaimaroku ~ Return of Sealed DemonView game page

Swap between the past and present to shoot down all your enemies!
Submitted by bagoum (@rdbatz), Theo (@theominute), CKenshin (@ckenshin7), JerryStuff (Ro) (@JerryStuffRo), Esme (@AllanEsme) — 13 hours, 6 minutes before the deadline
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Touhou Kaimaroku ~ Return of Sealed Demon's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#43.9383.938
Audio / Music#64.0944.094
Overall#123.9693.969
Story / Writing#133.7813.781
Use of Theme (Retroactive, Retrospective, Retro)#164.2504.250
Use of Green (Green themes, style, use of Sanae/Mima, etc)#173.1563.156
Visuals#184.0944.094
Balance (Challenge and Fairness)#233.3133.313
Concept#253.9383.938

Ranked from 32 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team Members
Bagoum, Theo, Saishoo, CKenshin, Esme, JerryStuff

Streaming Permission

Yes

Touhoufest Showcase Permission

Yes

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Comments

Jam Host

Funny writing, nice art, good music. 

Gameplay itself would be fun, but it just needs to be slowed down a lot. I can tell there's some good patterns, but they're just not being fully realized due to how fast they are and because they don't contrast against the background enough. Just nip those two minor things in the butt and I think you'd be firing on all cylinders!

Favorite game of the jam for me so far. Also, thanks for including a spell practice mode. I captured all the spellcards in it in normal. I may go back to 1CC the game later.

The spellcards could use a longer timer or fewer HP. I think it's good to force the player to switch mode to beat their timer, but here, it felt like I not only had to switch each time with the boss, but I also had to pay very close attention at always being right under it and for some spellcards even shotgunning as much as possible, just to have a chance to beat the timer.

I also didn't understand how the bar to switch from one mode to the other filled up. When in practice mode, you start with it empty, and some patterns require to switch mode early in the spellcard to keep dealing damage or just to survive the spellcard, so not understanding how it worked lead to failures without having any control over them. Not having an indicator to see whether or not you can switch also feels terrible when you try to switch, it doesn't and you die as a result. Or maybe the simple fact of having a bar to fill to switch is a bad idea.

Submitted

the bar increases with graze i think.

Submitted

Amazing game, though really difficult even at normal. I also wish the switching character mechanic and the lack of bombs was explained in the game itself rather than just on the game page. My first run was frustrated at the seemingly impossible patterns and the bombs not working despite me spamming X (which are even in the options menu).