Way too many things on the screen for me. I somehow made it to the end?
1.496 B
Play caravan shmup
Touhou: Spooktastic Mansion Adventure's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #5 | 4.096 | 4.194 |
Audio / Music | #5 | 3.970 | 4.065 |
Overall | #7 | 4.001 | 4.097 |
Challenge | #9 | 3.781 | 3.871 |
Visuals | #15 | 4.064 | 4.161 |
Use of Theme | #22 | 3.277 | 3.355 |
Story / Writing | #27 | 1.985 | 2.032 |
Concept | #29 | 3.340 | 3.419 |
Ranked from 31 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
Kevinmonitor (me), Pachy, Armand
Streaming Permission
Comments
I'm probably not a good-enough Shmup player to appreciate the intricate scoring mechanics, but I had a lot of fun! I like the adaption of Kogasa's theme. Also, few put as much effort into the itch.io page and the readme file, so thanks for that.
Great to see you enjoyed it! Even if the mechanics seem complex, I’m glad they felt nice to play with.
I love it when itch.io game pages are well crafted, makes me really appreciate the creators’ polishing efforts. The readme isn’t exactly much, it just points you to the game page instructions, but I hope to include a full manual soon.
The ability to change the opacity of various things is incredibly smart. Excellent feature. Did this and then was able to clear it with no deaths. With that as the goal I thought the difficulty was really good. Though I'm not sure how to feel about the fact that my main strategy was to conserve at least two bombs for the end so that I could basically ignore Kogasa's last phases haha
With respect to goals, I might've liked to see something more explicit as a goal besides 1cc, given how relatively easy it is to get through this without getting a game over with the default number of lives. I do understand why this is done given the target audience and that this is a game jam. But maybe just some "bonus" goals like perhaps a special screen for clearing with no deaths, or a set score to aim for. I'd say personally my intrinsic motivation when it comes to doing things in games is probably higher than average. That is to say, I was ok with just setting what I consider to be a satisfying goal for myself and meeting that without the game leading me there. But for more extrinsically motivated players, something more explicit could go a long way since the default 1cc on its own is relatively easy.
Thank you for playing! Great to see you liked the QoL features.
Aside from a 1cc, the main goal to reach is getting a high score, as is the case with caravan shmups like this one. You may have noticed that the final life extend is at 3 billion points - 3 billion is a decently challenging score goal to aim for! The main scoring tactic is to fill up your chain high enough, ideally to 64.00x, and then using a bomb to cash in a massive amount of score.
The true challenge in my opinion is 4 billion, since only one player has been able to reach it (CROW’s NEST/rollingcrow).
Once again, I’m glad you enjoyed it!
Hm, gameplay with fast-moving bullets requiring split-second decisions. I'm starting to understand what exactly a caravan shm'up is. Nicely polished and stimulating. It a bit jarring as someone who's used to Touhou to be using bombs this frequently (or even encouraged to use it more often than not), but every gameplay style has its merits!
This is short but a fun game still! It's Touhou more or less but flashier. The first thing I note is that there are a lot of shiny things on the screen which kinda makes me hard to keep track of things but I did realize that there are settings to turn down their transparency. I haven't tested that though, but pretty sure it will help with my only problems when playing it.
Overall it's a great game! Good job!
Thank you for playing! I’m glad you enjoyed the quality-of-life features I added to the game. Shmups can be a visually overwhelming experience sometimes so I would love to rectify that and ease newer players into the genre!
The Spook Meter can lead to some very scary Kogasa patterns, but that just makes them more satisfying to clear (the base score bonus is higher with a higher Spook).
It’s great to see you’d like to enjoy my other works! I personally would recommend Rampage of the Strongest (for more fun caravan action) or Multidimensional Convocation of Unexpected Genius (for creative and fast bullet patterns).
very nice very nice
my experience with scoring is largely "get enough points to get a bunch of lives before kuroji in len'en 1" so i'm not super good at it or in-tune with how things work aside from "don't get hit and shoot things" but hey thats good enough for me. a cool minute or so of bulleting that looks very nice for three days
score: 1.6 mil
That was great! Definitely my favorite of your SHMUPs I've played for jam submissions! Pacing's really good, and even a normal mode player like me was able to keep up thanks to the plethora of resources.
It's seriously high quality for the 72 hours jam, it's amazing.
One thing I have is that it would be perfect with a sharp sound to notify you that the Chain is full (and maybe make it briefly flash too, I'm confident it'll pop out even in peripheral vision).
Other thing, if you reset while Laser is active, all items will be Golden Items until you Laser again.
But wow, stage is so well thought out, really catchy mechanics, game is a blast.
Btw what's the name of the stage theme? I really like it.
Thank you for enjoying our game! It was a team effort and I'm very glad my team members came together to deliver a full-fledged experience in 3 days. I didn't even crunch as much as I worried I would!
Sound and visual indicators for max chain will be added alongside a fix for the bug you mentioned in a post-jam update.
The OST has been uploaded by the composer (Armand) on YouTube! Check it out here:
Once again - thank you very much for playing!
Fun and fast-paced! This feels really good to play and everything is nice and polished.
I would have liked some audio (or other) feedback for when the combo is maxed out. Perhaps I'm playing the game wrong in trying to max out combo before I bomb, but it breaks my flow a bit to have to watch the interface.
Also, fairy maids.
Thank you very much for playing! I'm glad you liked the polish in it, I'm also surprised we got such a nice product out in only 3 days.
The audio feedback for maxing out your chain is in the code, but it's buggy and doesn't work properly yet. Aside from fixing it, I plan to add a visual indicator below the player when your chain is full too. Maxing out your combo before bombing is the intended play strategy since it allows you to get maximum value from the golden point items (10000 x 64 = 640000pts each), but sometimes you'd want to prioritize quantity over quality and cash in a lower combo on a large horde of enemies (as opposed to a max combo on a sparser wave).
Yes, fairy maids.
Once again, thank you for enjoying the game!!!
Crazy fast pacing and a fun, bomb-happy, risk-filled system to go with it.
The only things off I really noticed is that it’s hard to tell in my peripheral vision when the chain is maxed out (maybe a bigger font or sound cue could help this?) and the lack of sound when you take a hit (the pichuun happens when you die rather than before it actually happens) makes it unusually hard to deathbomb.
Another really minor set of nitpicks is how the timer stays stuck at 99.99 for awhile (making it hard to gauge early stage progress for a bit) and how Kogasa’s lifebar is present for the entire stage portion / while she can’t actually take damage or isn’t present (DNH limitation?).
Thank you for playing!!!
Sound indicators are a little bit buggy overall because they were implemented last-minute, plus many of the sound effects turned out quieter than I expected this time around even with highest volume settings (there is a hit sound before you die but it's probably too quiet to hear).
Timer and healthbar stuff are Danmakufu shenanigans that are really easy (hopefully) to fix and I'll take that into mind for the next update.
Once again, I'm glad you enjoyed the game!
Everything is very Touhou in its roots, the shooting mechanics, hell bullet, and the laser saving one's life at the crucial second! It's colorful and the visuals are big so you can see enough despite of the game's viewport size.
Also it features a record of your game, so neat of that thought!
The only down is that there are times where few FPS drops occurs, but excluding that everything is well executed as Touhou.
Thank you very much for enjoying our game!
I think it's always important to incorporate good and clear visual feedback in games to improve both aesthetic and gamefeel. I'm glad you took notice of my efforts! The game has various effect cut options to improve performance and visibility so you can try them to reduce any FPS drops that may occur, though I'm still going to be working hard on optimisation passes for my next games.
I don't understand anything but shooting everything and seeing numbers go up made my brain expand very much! Really nice visuals and music.
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