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A jam submission

Touhou Makai Burger(TGJ13)View game page

Short twinstick shooter about Mima & burgers.
Submitted by Tyko Sol
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Touhou Makai Burger(TGJ13)'s itch.io page

Results

CriteriaRankScore*Raw Score
Use of Green (Green themes, style, use of Sanae/Mima, etc)#392.0942.391
Story / Writing#502.1702.478
Use of Theme (Retroactive, Retrospective, Retro)#662.7033.087
Balance (Challenge and Fairness)#692.0562.348
Audio / Music#701.4851.696
Overall#752.2082.522
Gameplay#752.0182.304
Visuals#761.8272.087
Concept#762.4752.826

Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team Members
Tycho Sol

Streaming Permission

Yes

Touhoufest Showcase Permission

No

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Comments

Submitted

I understand this is your first game and seems to have largely been done on your own, so I'd like to start up front by saying it's awesome you did this in just three days. It's an ambitious idea and the fact you got it off the ground is an accomplishment in itself. 

I'll start with the positives. The twin stick controls and the firing with triggers was very natural, and felt good on the controller. If there's one thing the game does well, it's definitely that. It also felt like a fair challenge, all told. In terms of gameplay, you got the basics down and that's the most important thing.

All said, there's a lot which can be improved upon too. Mima moves like a boat (at least on controller) for a game which seems to want to play hard and quick, which creates some issues. I accidentally moved my mouse at some point and the game spun around like I was on a merry-go-round and it made me sick, which indicated to me it was probably made for a PC experience. (Which is fine, honestly! Just different.) I also didn't really know what a lot of the different bullets did as there was no tutorial or indication. All I could do was interact and shoot. I felt pretty lost as a result, especially when I started carrying multiple types. And then the sound effects. Oh dear, the sound effects. That was extremely unpleasant, even with the volume down. Having some music to at least cover up 70 percent of that would have made it feel a bit better. I had to stop after awhile because it felt like the bullets were directly hitting my brain. 

Overall, you aimed to make a twin-shooter game and it totally works. The premise for the scenario is pretty funny as well. The way you write Mima as haughty really quite works. The fact there's multiple endings is also very good as it encourages more play. The main issues are just some polish things, mostly with audio, minor navigability things and the UI (it was very difficult to read due to the fast action.)

Good job, and I hope to see you again soon!

(1 edit)

It's... almost like a FPS??

The gameplay lacks a bit of clarity for non-FPS players but I got used to it quick.
You can just do the classic DOOM strat of "Strafe while firing" - it works (maybe even it's the optimal way to go about it) but when the player is allowed to have this as the only approach against all the enemies, it can give the impression that the game is slow-paced - especially with the slow movement. Now, "slow-paced' is not necessarily bad, but the speed feeling of the game is something to consider.
I'm saying this because I get the feeling the game is intended to have a faster pace, what with all the enemies surrounding you, and all the guns blazing. But I could be wrong here.

Some graphics with better imagery could have been useful for the weapons and grenades. I still don't quite get the difference between the grenades.

With that said, it's good game - it's your first game too, right? Nice one. Blasting with magic guns(?) is fun, and I like seeing 2hus with a gun, it's never not funny to me. We need more sweary Mima in our life.

Developer

It was intended to be some sort of top down Halo clone but I ran out of time at the end, hence the number of enemies everywhere in a big room. I adjusted the description to have the "FPS controls". Glad you like it.

The sound was way too loud - this was caused by every enemy on the map firing at once at the start. Once I had taken out a bunch of enemies the sounds weren't actually that loud. You could fix this by just having enemies not attack unless they're within range of the player.

There was no feedback when you got hit which made it hard to tell if I had dodged the bombs in particular. I had to keep looking at the shield and health.

The UI was confusing - I'm not sure what the text in the upper left was for.

The gameplay was alright, but more feedback on when you and the enemies are taking damage would go a long way to making it feel better.

I noticed a few typos and grammar errors in the intro, and the font was hard to read. I'd recommend a different font for story text, preferably one with lowercase and uppercase characters.

Deleted post

I had the exact same thoughts as illusorybread, including the first and last 2 sentences. 

Also, there would probably be some sound volumes to balance.

Entertaining game. It could definitely benefit from some more feedback: some sound effect when you pick up or swap weapons, an animation or a progress bar while you reload, and a hit effect when enemies or the player gets hit. But once you understand those little details it's easy to play. Nice work. Now I want a burger.