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Sakata Mountain's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Story/Writing | #9 | 2.382 | 2.409 |
Overall | #14 | 3.056 | 3.091 |
Music/Sound Design | #14 | 2.472 | 2.500 |
Gameplay | #16 | 3.011 | 3.045 |
Visuals | #18 | 3.011 | 3.045 |
Use of Theme | #25 | 1.933 | 1.955 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Enjoyable enough and speedrunnable (no constraint, no death, max score, whatever), though the random offset of enemies causes too much difficulty variation or random unfairness at some points. Enemy attacks could use some polish, too.
The minimal character art is kind of nice and the terrain art is okay. I like the atmosphere created by the audio.
I appreciate the smooth camera movement and ability to look further in particular directions.
(Reviewing my own game, yes.)
Stuck in the tree climbing section, no idea how to jump once I'm at the top mmh
It was designed to misdirect. Here's the solution, if you want: https://imgur.com/Ghu3ric
Truly the Dark Souls of Touhou fan game jam games. It's mostly nailed down the feel of a good action platformer. Just needs to tone down on the inconsistencies, specifically the slippery player character and the spawn locations.
Hehe, thanks. By "slippery player character" are you referring to the brief skid when changing direction? I don't consider that bad design, though I can understand if some players don't like it.
It took a while to understand that the small circles were cores. The gameplay is alright, but those enemies were so incredibly vicious sometimes that it became frustrating.
Perhaps the best and worst part was the tree climbing area. The green wind, while annoying, kept me on my toes. However, it was confusing on where to go. The boss was a great challenge though.
Thanks for the feedback. If I continue to work on the game, I'll probably make it less randomly vicious.
The tree climbing part is meant to be somewhat of a puzzle, so it sounds like I got that right. :D
Enemies respawn when you touch checkpoints, but they still count as "defeated" for scoring. (There is a visual indicator of this.) Try to defeat them all to get the perfect end!
My favorite part is the tree climbing section.
The final boss took a lot of trying and retrying to make attack patterns that weren't too luck-based, easy, or hard, yet still had a visual that I wanted.
At least I'm satisfied with the player and camera movement. :)