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A jam submission

Sumireko's Tactical DreamView game page

Touhou 3D game bullet hell shooter's
Submitted by Iz-Artz (@izharjund), Naufalafif2015 (@naufalafif2015) — 10 hours, 9 minutes before the deadline
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Sumireko's Tactical Dream's itch.io page

Results

CriteriaRankScore*Raw Score
Challenge#243.1713.171
Gameplay#263.2573.257
Overall#263.4003.400
Visuals#273.4863.486
Audio#293.1713.171
Concept#323.5433.543
Use of Theme#323.0003.000
Story / Writing#362.3142.314

Ranked from 35 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Sumireko gets a GUN: the movie: the game

While I think the gameplay is solid, it has a lot of imperfections and I would like to provide my comments below:

+ The enemies move too fast, are too dense and shoot too many bullets for me to kill reliably. I found that the most consistent strategy for the stage is just to play chicken and run past everything as fast as you can, making sure to collect health items along the way. You may want to reduce the number of enemies, their speed, and/or the number of bullets they shoot.

+ Why Are The Bullets Bouncing. Why Do Many Of Them Leave Light Trails Behind. The trail-leaving bullets are extremely annoying because they clutter the screen horribly - combined with how said trails just as bright as the bullet itself, dodging them becomes impossible. Doremy's third phase is just "stay in a corner, make sure a health item's there, and pray to the sages you don't die". Remove the trails and/or make them semi-transparent, as well as reduce the number of bouncing bullets in general, please!!!!

+ Sumireko gets zero invincibility frames after getting hit by a bullet. This makes it very much possible for her to bump into a bullet continuously and die (particularly noticeable in Doremy's first phase, since the bullets move slowly there).

+ Now for some positives. I like how generous the health items are, they made Doremy and the stage overall very bearable. The shoot sounds and shot particles when you successfully hit an enemy are quite satisfying. Art style is very neat, 3D graphics are simple but fitting, and the music is quite good (though you may want to revise Doremy's theme, the key change part is a bit off-pitch). 

I believe this game can be extremely intense and fun to play with some polish. For a jam entry, this is very neat!

LOVE the premise for this one. "oh no I can't danmaku time to use hot lead instead" feels like a very Sumireko thing to do.

The bullets not being hitscan took a bit to get used to, but thanks to the infinite ammo and the generously slow speed of the targets it felt pretty good to clear enemies out. Especially liked how their bullet patterns disappeared when they died, it helped encourage me to rush in and try and take out a few before the bullet clutter overwhelmed me.

Submitted (1 edit)

I like the Sumireko sprite. I appreciate the generous amount of health pickups. (And the fumo, lol.) The aiming feels nice, though I'm not really sure when my shots are hitting and when they're not.

I had some issues due to the shift key being painful for my hands to keep held down for so long.

With the slow movement speed + big open levels, I think I would have liked a dash, or faster movement when not in combat. I went through what I thought was the whole map twice, and didn't find anything to do other than shoot stray fairies. I guess I missed the boss somehow.

Submitted

The first time I played I found it very hard to shoot anything, I was expecting hitscan bullets but when I realised they were actual objects in the world, and with considerable drop at that, I found things very frustrating because it was basically impossible to hit any fairies with all of their bullets swarming me. That being said, I really liked the idea, and the movement felt good, weaving around bullets actually works surprisingly well, so I gave it another shot...

On my second playthough, I was able to appreciate the game a lot more. I took a methodical approach to attack the castle, making sure to clear all the enemies in each room before progressing so that their bullets did not become overwhelming. I got used to how to aim my bullets, and I also got to explore the castle much more, discovering alternate routes and even some secret passages (and a secret fumo) which is pretty neat! Taking a methodical approach was much more satisfying, especially when I managed to hit fairies with little effort.

I had fun, however, there are still plenty of areas I think could be better:

-Firstly, I was never able to get used to shooting the first time because there is little time/space to figure things out and fairies kind of just come and start attacking you. If you get overwhelmed at the start and fail to hit things, the whole game basically becomes unplayable. The beginning area should definitely be changed so that players aren't under pressure and can practice just moving around and shooting things.

-Although I did get used to the projectile bullets, and you could keep them like that if you're going for a certain game feel, I also think hitscan would feel nice and make it easier to hit things by quick reaction.

-I found certain cases where enemy bullets were passing through walls.

-Also, do the enemy bullets ever despawn over time? I do feel like the bullet number can just get ridiculous sometimes, especially if you fail to take out all enemies.

-As for the Doremy boss fight, the first phase was actually great! Second phase was worse though, and last phase is horrible. The thing that made the first phase so good was that dodging her bullets was feasable, but you can't really do that for the others, and for the last phase in particular, if you try running anywhere you get hit by loads of bullets and your HP is just melted super fast, so the best thing to do is just stand still next to a wall and try to shoot her down before you die.

I hope you found this feedback helpful, I really like the idea and what's there has elements that feel very good!

The aesthetics of this game are top-notch. The art style and music fit together very well. Having to hold aim to be able to fire was a bit frustrating on a controller since it changed the FOV, but it doesn't take away from the experience at all. (Perhaps I should git gud!) 

Awesome job!

Submitted(+1)

thats a fantastic sumireko talksprite take it from me a guy who knows about sumireko

i had trouble with the boss and she clipped oob BUT cool game i like the models and the castle even if sumireko is a bit slow to navigate it. boss attacks also look pretty rad


Submitted

I enjoyed it! The combat was fun and the graphics were cool. Doremy's attacks were bananas. Nice job!