Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Cirno's RevengeView game page

Short bullet hell game with Cirno as the boss!
Submitted by Adams Liam, L7ckyC4t — 15 minutes, 40 seconds before the deadline
Add to collection

Play game

Cirno's Revenge's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#492.8112.963
Balance (Challenge and Fairness)#512.5302.667
Audio / Music#582.5302.667
Overall#672.4602.593
Use of Theme (Retroactive, Retrospective, Retro)#702.5302.667
Story / Writing#701.3351.407
Visuals#732.1432.259
Concept#752.4952.630
Use of Green (Green themes, style, use of Sanae/Mima, etc)#791.0541.111

Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team Members
Adams Liam, L7ckyC4t

Streaming Permission

Yes

Touhoufest Showcase Permission

Yes

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

There's definitely the idea of a game here for sure. I think committing to the shapes instead of enemies is fascinating if you're going for a more retro-inspired look. Matching up the music with that in mind would have done wonders. That said, it was kind of confusing to know what was what. Apparently the white circles are good, but they behave like something bad (since other white shapes are enemies), so it complicates gameplay. The hitbox was also extremely large for a Touhou game; I found myself dead very often from getting pixel-clipped-- which is especially a pain when you only have three lives and the bullets are the size of you.

All said, however, for a three-day project, this is pretty interesting. I would have been very interested to see what it looked like with about a week or so instead.

Developer

Thank you for the feedback! We didn't really try to go for a more retro-inspired look. We just are not really talented in the art and music part so we focused on programming for most of the time. For the hitbox, do you mean that the hitbox while "crouching" is too big? Or the normal hitbox where you get hit when it hits the character anywhere on the body?

Submitted (1 edit)

The normal hitbox, I don't think I crouched from what I recall. 

(+1)

- Gotta say, why make the items the same colour as some enemies?
- KInda questionnable gameplay thing: the hitbox is the entire sprite when unfocused, and the small circle when focused. That sure was confusing when I died to a missile that clipped my foot (as a Touhou player). Is it by design?

The mix-and-match part of the shottype is interesting though.

Developer

Thank you for the feedback! We wanted to add sprites for the enemies so we didn't really pay too much attention to the colour of everything. Later we couldn't add the sprites and then didn't think of changing the colours to make it easier for the player. The hitbox is intentional because we wanted the player to focus more on barely dodging the bullets while "crouching".

Jam HostSubmitted(+1)

Oh those are Power Items, not bullets..! Aaand yeah, I was wondering if the bombs restock after I lose a life. Cool looking game, I just wish I was better at it :P

Submitted(+1)

Pretty cool that you were able to get this much done with an engine in this little amount of time. Nice job.

Submitted(+2)

nice little shmup though fairly undercooked. But if you made it from scratch in 3 days then good job. Though the visuals are fairly dry. I recommend you try your hand at pixel art for the enemies. Even if you're not good at it it is still better than the enemies being just shapes. Also, for designing the shmup stages, i recommend having less downtime between each wave of enemies. 

Developer

Thanks for the feedback! We tried to put sprites for the enemies in the last 30 minutes or so, however I did not work out so we decided to just keep the shapes. In hindsight, having less downtime between waves makes sense.