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A jam submission

I love not thinking!View game page

:D
Submitted by Aeon (@fire_land_dev) — 2 hours, 12 minutes before the deadline
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Play Koishi

I love not thinking!'s itch.io page

Results

CriteriaRankScore*Raw Score
Concept#14.7954.795
Challenge#24.0234.023
Overall#24.4094.409
Gameplay#34.1594.159
Audio / Music#34.1364.136
Story / Writing#54.0914.091
Visuals#94.4094.409
Use of Theme#302.9092.909

Ranked from 44 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team Members
Aeon, Spear, WordedPuppet

Streaming Permission

Yes

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Comments

Submitted

Hit 96 times. I swear I don't know if I should be happy that I got hit less than 100 times (I was expecting my miss count to be in the hundreds) or be ashamed at myself for calling him a Touhou fan if he can't even command the character to dodge bullets well enough to 1cc even PCB on Easy.

DeveloperSubmitted(+1)

my friend don't even WORRY i was there once a long time ago. if you're looking for unsolicited bullet advice look no further:

- impossible spell card is a pretty good way to practice dodging in a low-risk zone with extra tools. don't have to reset the whole game after two wrong moves
- i've got an autobomb patch for ufo (and len'en games) somewhere if you wanna try a run where you don't have to worry about resource management or get frustrated dying with bombs while learning patterns. hmu
- play deltarune ! (or create your frisk but that shit gets really hard)
- lolk pointdevice is deceptively hard, even on easy, but similar to impossible spell card a pretty good place for learning and if you ram your head against a wall enough times it'll work, right?

plus who even cares about 1cc at the start right just go for a clear. maybe you just dont bomb and use continues for lives to make things simpler, who knows. (extra ain't happening below a normal 1cc anyway)


anyway yeah, thanks for playing despite it seeming to have been unpleasant. what matters is the HEART. if you got HEART you won in my books

Submitted

I didn't meant to say it was unpleasant, the look away mechanic is actually really neat and executed great, meshing well with the swapping of music tracks. Thank you for the hot danmaku tips.

Some nice danmaku patterns you got there. A shame I can't see them.

The mechanic of having to purposely blind yourself was certainly neat and an interesting experiment. I appreciate that you accounted for players just spamming the Z key by having it get progressively more powerful the longer it's held. That said though, I dont see how anyone would ever be able to chip away at the health bars while still competently dodging the bullets. Some tweaking on the acceleration or boss's health might be good.

Also, I really love the creepy factor you added. The abrasive/discordant sound effects, the way the game just crashes on you with that final spellcard. Very nice touchs. 

DeveloperSubmitted

very true, could take some fine-tuning. i basically just put in the first values i thought of and tried to roll with it for the most part. i think it's also a pattern issue where not all of them are entirely conducive to having blind periods (mostly non 2) but hey thats jamming huh. one day we get it perfect

happy to hear creepy factor worked out. originally i was going to aim for more horror but also not entirely sure how you do that in danmaku

I'm not entirely sure either. I think what you already put in was good. Perhaps if you were wanting to add more spooks you could have a small percent chance of a creepy koishi or otherwise disturbing image appear for a few frames when exiting blind-vision?

Submitted (1 edit)

This game is great! I don't know what I was doing and somehow I managed to clear it! Totally staying truthful to the title XD.

DeveloperSubmitted

due to previous jam games i have learned that making it clearable no matter what can be pretty good for the PUBLIC and also minorly absolves me of balancing (i know i still should keep things fairly reasonable)

hopefully i will be able to keep this pace

Submitted

I love not thinking dying when I'm hit! Initially I expected you to lose all your built up energy once you get hit by a bullet while blind, but apparently you can just complete a run by just pressing and holding Z.
The self-blinding mechanic is quite the gimmick. Kudos for finding one more way to bake risk and reward into STG. Though, I kind of wonder how much better it would be if you can still see the enemy Koishi's HP circle deplete in real time when you're blind.

DeveloperSubmitted(+1)

you are suppppposed to be kicked out of blind mode when you get it, but after people have been playing it i've realized that it's very possible to just not get hit for an entire pattern even if you don't move. troubling!

showing enemy hp while blind yeah that might work. i was considering showing hitbox position but ultimately decided against it since too easy!

I enjoyed the mechanic alot, there's a risk return element of keeping your eyes closed and trying to remember the positionings on the screen that gets really satisfying as the number continues to rise. There are also cool moments like keeping your eyes closed and streaming towards a part of the screen. 

I would like to see a concept like this fleshed out with more patterns. Something like the photo games where it's all just boss patterns or of the like.

DeveloperSubmitted

maybe i will revisit it one day! my funny lil (big) touhou fangame is getting pretty nice to work with, so maybe i can make a bonus mode with some focused gimmicks. might be cool

gladja liked and thaaaaanks for playin

Submitted

This game is amazing, both as a concept and execution wise. It's so clever, so unique, and so interesting to play. Everyone who likes shmups or Koishi should play this game.

Still, it's not perfect. Some spells are a bit too easy to just cheese by never opening your eyes. I got a two miss clear purely due to luck by just closing my eye. The game could probably be tweaked a bit to prevent this, but maybe the point is that its easy to close your eyes, and painful to see?

Still, jams are more suited for interesting games than perfect ones, so in that sense, this might be the perfect jam game?

DeveloperSubmitted

a teeny bit experimental, yeah. i noticed one of the spells being easy just by staying blind but time was short so i was hoping that it would remain unseen (in that people would attempt to see instead of not seeing)

koishi

Submitted

I think this is a perfect entry, congratulations. Was absolutely floored by the mechanic once I realized what was going on, and then the way it connects symbolically to the story is amazing. I hope you get the eye tracking working eventually, because that'd make an amazing game even better. Outstanding job.

DeveloperSubmitted

THANK YOU thank you we at aeon development laboratories all did our best and i'm really glad the mechanic ended up being cool and not annoying

i was a bit worried that it would seem lame since it was so short but i guess a short and slightly polished thing is better than a sparse one

Submitted (1 edit)

Probably one of the most interesting and well-balanced applications of the "you can't see around you" gimmick I've ever seen. Two things that I find very nice about this game, gameplay-wise:

  • Your attack gets exponentially stronger the longer you "close your eyes". This encourages you to prioritize long and risky bursts of Unseeing-Power over Z-spamming/"rapid blinking", which in turn gets you to learn how attacks work and where you can safely close your eyes for long periods of time to strike. Speaking of which...
  • Every attack is balanced around this gimmick - all of them are structured in a way that lets you stay in place for long times and/or gives you clear lanes to weave through even when blinded. For example, Embers of Love has slow-moving heart rockets with predictable reflection behaviours, so you'll always have a small safe zone to stay fixed in at any given time. Claustrophobia is designed in a way that allows you to chain multiple powerful attacks by running to a corner and staying there, and so on.

There are still a few imperfections in the gameplay, though:

  • The second nonspell is too tanky (aka has too much health), and is probably the least balanced attack of the game. The first nonspell was fine because the red spiral, in spite of Koishi's random movement, spun in a way that was easy to predict and follow. The spiral here is very unpredictable and doesn't give you much room to safely close your eyes.
  • Claustrophobia's vertical walls oscillate a bit weirdly. If you let the spell live long enough, the walls start being pushed further downwards, giving a very clear path to move through at the very top. It's skewed in the player's favour, but still...
  • The penultimate spell is my favourite concept-wise, but it's also easily cheeseable. Since the rings of bullets don't spawn around you until you stop attacking, it's possible to just hold Z and instakill the boss before she shoots anything. I highly recommend spawning sparse rings of bullets that get the player to do some dodging before they can attack.

Finally, a comment on the overall presentation: I love the music, I love the TATE/vertical resolution of the game, I love the art. It's a beautiful little game with a fascinating gimmick and a dash of Koishi-flavoured spookiness added to it.


DeveloperSubmitted(+1)

originally the damage from closing your eyes was flat, but there was a delay after each use. that kind of sucked in practice and was still super spammy so i ended up with the increasing power instead

awesome thatcha found my fairly hastily thrown together attacks (we didnt decide on a concept until the second day lol) to work well with the mechanic, was worried that i was just putting a weird gimmick on top of generic danmaku. i see now that that is kinda what the second non is. i tried to make it like a progression of the first since it basically just spins faster but its hard to find good spots to go blind

i cant take credit for embers of love though! i just realized that the way i dodge it in th11 would work well with this so i recreated it lol

and about claustrophobia: i knew that was a problem from the start but instead of fixing it i just spawned more bullets offscreen and hoped nobody would play it long enough to notice! i really dont know whats up with it since it just uses sine waves though

i gotta agree with you the art and music is fantastic my pals did a bang up job. i was worried as to if id be able to show everything properly since i had the game in 290x340 to start but somehow it all turned out alright

many thanks for the huge comment!

(1 edit)

I often find myself unintentionally combining the challenge of playing STGs with the fun of not thinking and the thrill of not looking where I'm going, so it's nice to see a game where that's the canonical way to play!

This is perhaps one of the best quests for a cookie I've half-seen yet! The music was beautiful, and the storyline was as intriguing as ever. I mean, I wouldn't call it an eye-opening experience, per se, bu[collapses on the floor, dead, covered in stab wounds from a half-forgotten source]

DeveloperSubmitted(+1)

very bold plays. perhaps i should try an easy mode or somethin with minimal looking. would be scary! this game was originally going to be a bit more actual horror focused (probably would have been if we got eye tracking working) but i like what we ended up with

enjoy the cookie

Submitted

The mechanic of dealing damage by being unable to see the bullets was incredibly original, the game ver quite fun even if I couldn't survive the blue cards for the life of me, haha

DeveloperSubmitted

i have learned from my past mistakes and have made sure the game is completable even if you cannot superdodge. thanks for playing and im happy ya thought it was interesting!