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A jam submission

Forgotten Umbrellas' Night TrainView game page

The cheery forgotten umbrella explores the traumas of others of her kind.
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Forgotten Umbrellas' Night Train's itch.io page

Results

CriteriaRankScore*Raw Score
Story / Writing#63.8213.821
Concept#74.2054.205
Gameplay#83.9233.923
Challenge#133.6153.615
Overall#163.8723.872
Visuals#223.7183.718
Audio#233.2823.282
Use of Theme#283.2563.256

Ranked from 39 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+2)

cool stages, the color-shifting looks pretty nice, i like the basic mechanics although the glide isnt very gliding, just like slightly slower falling

i gave up on final stage after trying a bunch (i am usually pretty good at platformers)

tried to go to the top and then drop down an entire wall to make it safe but it just was not happening for some reason, every time i tried somethin would get through the umbrella and kill me

i coulda taken a second hp or something of the sort

still good game i like everything else

(+1)

Wow, the level design in this one is excellent! All obstacles are used in creative, memorable ways, and I love the systematic, puzzle-like approach to beating a level. The length and variety in each level were just right. The theming, short boss battles and bits of dialogue added a lot to the atmosphere.

The only criticism I have is that the jump physics did not feel as good as they could have been (very little air-time), and the last level was a bit repetitive. Also, maybe consider slightly reducing the complexity of the controls. Other than that, I enjoyed it a lot, it's a very promising concept!

Submitted(+2)

A bit dfficult to me, but I enjoyed.  I think there should be more check points tho.

Submitted(+1)

Cute art style and fun levels. Great job!

(+1)

Unforgiving. Both you and your umbrella are one-hit-KO hitboxes, while even trying to be as resourceful with your umbrella as you can puts you at risk. Very dynamic game mechanics. The mental calculation is strong here.

If there's one thing (aside from having to start a level all over again if you die) the strong gravity and swift movement speed really makes precision movements difficult, especially in the vertical sense, and especially when bullets enter the field of view while you're mid-jump.

Thoroughly enjoyed this though.

Developer(+2)

Thank you! It always warms my heart when someone enjoys a game I've made, and I'm sure the rest of the team feels the same way.

I definitely agree on the falling speed. I think what went wrong is that we mostly tested the feel of the jump on a relatively flat testing stage, where the problem was not as apparent. I'm still new to this, and I feel that I learn something new every time. So once again, thank you. It really means a lot.

Submitted(+1)

Well, that was... one of the most challenging fangames I've ever played. Not in a bad sense, fortunately, but wow the last level was a hair-pulling(but satisfying) experience.

Kogasa is my favourite Touhou character so admittedly I am quite biased for this one, but I did enjoy it despite the absolute frustration it gave me. The gameplay was interesting and unique, and I like how the fact that you can block from all 4 directions can make for some fun strategies to get around each section. Visuals and audio are also of a high quality.

The biggest suggestion I have is to add checkpoints, or make an "Easy" difficulty that has them and a "Normal" difficulty that doesn't. The last level is... really long and hard and was the one especially in need of them.

Good work on the game, and I hope you make more cool Touhou content in the future.

Developer(+1)

Thanks for sticking it through!

The final stage wasn't going to be like that, but a lack of time made it easier to just place a lot of enemies. It took me a while to clear it as well during playtesting, but I just assumed "the player will not try to rush through this to check if the ending cutscene works while under time pressure, so surely it's fine?"

Maybe we could say that it's some kind of meta-reference: causing trauma to the player to make them more strongly connect to the umbrellas? To hide the fact that there wasn't much artistic intent behind it. Yeah, that's my story from now on. Totally intentional.

Developer(+1)

Controls

  • Arrow keys + WASD
  • Space to advance dialog
  • R to reset the stage,  ESC to pause.

The team behind the game