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A jam submission

Touhou Love of WhispersView game page

A MeiSaku RPG
Submitted by rhetti spaghetti — 3 days, 33 minutes before the deadline
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Touhou Love of Whispers's itch.io page

Results

CriteriaRankScore*Raw Score
Use of LGBT Themes#24.5674.567
Story / Writing#54.5004.500
Overall#54.4334.433
Gameplay#54.0674.067
Concept#64.4334.433
Challenge#63.9673.967
Visuals#64.5334.533
Audio#153.6673.667

Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team Members
rhetti spaghetti

Streaming Permission

Yes

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Comments

Submitted

Very sweet game. I love the art, music and gameplay.

Submitted(+1)

hm yes this touhou is undertale enough for me i will take a gander

it is very good! i like the whole thing except for when i get hit

what does breaking the shield do on enemy turn? i always did it and it looked like maybe i got some gayze from doing so but i couldn't tell and it wasn't much


we have gone full circle


(+1)

This game is the winner in my books it has great gameplay, great visuals, great story and actually follows with the theme of the game jam absolute perfection I would have paid for a longer version of the game 

Submitted

This game is dope as fuck. It had a lot more going on than I thought it would, both mechanically and just content to play. It was an emotional rollercoaster and even though I have still 8 jam entries to play, I find it unlikely Ill walk away from another entry changing my opinion that this was the best game in this jam. Holy f, good job ya'll. You deserve a pizza party or some other celebration. Damn.

Submitted (1 edit)

Very fun game. The art is pretty cute and has a unique style and coloring. I especially like those enemy fairy designs. The story was very good, and complemented very well by the cutscene illustrations. You did great setting up and developing Meiling and Sakuya's relationship. Finally, the bosses were quite funny and the last boss was really intense!

The combat system is fun, and the gayze mechanic is very clever. That, plus timing your attacks, kept me engaged all throughout. Likewise it's cool how you have to break the enemy's barrier -- reminds me of Resonance of Fate for some reason.

Great job overall!

(2 edits) (+1)

Maybe the instructions were a little unclear, but I used to play this without firing with Mei at all, lol.

OMG, this vn is as good as the gameplay, and that twist at the end gave me laughs and heartwarming feelings.

A fantastic work, I bet this gets the first place.

PD: gayzing lol

Developer(+1)

Thank you so much! I definitely should have made it more clear that you can shoot haha! I only have a short popup on the first screen that is much too easy to miss. I'll keep that in mind in the future lol

(+1)

So cute! I love this ship so much. The art is adorable and the gameplay is very fun, even if I’m not that good at it lol. You put so much detail into it! Great job, especially for being a solo project. 

Submitted(+2)

Very cute and gay, fun dialog and I love the sprites and art. Some great battle mechanics too, enjoyed the risk-reward aspect of it and watching the numbers go big felt great. Surprisingly lengthy and complete-feeling for a jam game, I think I gotta give it 5 stars in nearly every category

Lesbian Wedding Jumpscare

Submitted

What a lovely Undertale-styled RPG! This is definitely one of the most unique jam games I've played thus far, you did a good job on this! The gameplay was interesting, the Gayzing mechanic was satisfying to pull off, and the dialogue/writing is a nice combination of cheesy and serious - not too memetic to not be taken seriously but not too dramatic to be unnecessarily edgy either. I definitely can tell where the story was going from the beginning but things still unfolded smoothly.

First of all, a few bugs:

+ It is possible to have a save file corrupted when loading it. I already reported it in the Touhou Game Dev server, but I'll add a few more details I missed since I think this may partly be my fault: I saved, exited and reloaded the game, and then pressed Start instead of Load accidentally. I immediately closed the game after pressing it in an attempt to preserve my save, but I believe this action is responsible xd... I think having multiple save files or a "You already have a save file" warning when starting a new game with one would work.

+ There are some small bugs such as being able to start a battle twice (the battle jingle and enemy appears twice) or start a battle while talking to someone else (for example, a fairy was right next to Cirno and I entered battle as I initiated a conversation with her). These are not game-breaking and stop when you clear the battle/leave the area, but it's worth taking a look at.

Now, as a danmaku/bullet hell shmup player I do have comments and complaints to say about the Undertale gameplay of the game:

+ I like the dynamic enemy design - as in, it isn't just "enemies have more HP and harder patterns". Some enemies in the latter area have difficult patterns but less HP to compensate, and I think it's a pretty nice touch.

+ The bosses are overall decent and solid, there's a clear phase progression to each of them and I enjoyed the variety of patterns they have. I don't think said patterns mesh too well with each other though, it feels like they're just doing their own thing and not working together. A good way to fix this would be making the two bosses' bullets interact with/rely on each other - for example, Mike's coins following Nazrin's rats instead of you, or the stars coming from Alice's dolls instead of being shot by Marisa. The final boss is... well, I'll leave a full section for it.

+ I'm not sure how to feel about focus and shot being tied to one button? Since part of the gameplay involves having to break the enemies' barrier under a time limit (said time limit here being how long the pattern lasts), it doesn't make sense that you have to stop shooting to make tricky dodges and risk dealing little to no damage in the next turn. Barriers are pretty weak at least so it helps.

+ Speaking of barriers... I don't think there's any use for the green rectangular barriers in later areas' enemies? They take forever to take down and you may as well just focus all shots on the big shield, and I dunno if they actually affect Sakuya's damage anyway.

+ Bullet hitboxes, specifically that of the bigger ones, are off. Meiling's hitbox and small bullet hitboxes are accurate for the most part, but some larger bullets have hitboxes bigger than their sprite (see: the generic orange balls). It makes dodging dense patterns way harder than it should be...

+ Now... the final boss. It has cool concepts but is overall a big unbalanced mess, which I'll chalk it up to jam time constraints. First of all, I think the telegraphs are honestly kinda bad for two of the attacks: the lasers and the crosses that fall from above. Delay lasers last very short and are very hard to see (this was also an issue for MariAli's laser attacks), and the crosses just don't have any warning lasers at all (which is a problem since they fall fast and aren't very big!). Plus, the "patterns not working together" issue is extremely present here. Finally, the second phase looks cool and I appreciate you being invincible during it, but it's just absolutely borked.

Sorry if this all sounds too critical! I really had fun with the game and I hope you can take my criticisms into heart to make even greater games!

Submitted(+1)

I love this game so much. It has several obvious inspirations, but it embraces them in a way that feels warm, fuzzy and unique. The story is very sweet, and really propels the action forward. Even the in-battle dialogues can be appreciated with how sappy and cheesy they are. (This is good, I promise!) Spell cards are challenging, but not impossible, and the art is simply gorgeous. I can't wait to see your next effort.

(+1)

What a fantastic game. Only gripes I have is: the final boss (both phases) is whack at times where it's impossible to not take damage. Also in phase 2 if you have Meiling touch the bottom of the window she'll get slowed down like she's treading in mud, which is not good when you're shot at.

But how the game turned out as a whole is impressive, especially when there's just one month, and... one person behind it (did I get it right?). The love story was really sweet, the game looks really nice, and the core gameplay is rad - it's very inspired and yet its own thing. GGs

Developer

Thank you so much!!! yea it was just me. I had a little bit of generic turn based script ready and a few song snippets but the rest was done during june.  

The final fight is definitely the messiest part as i was running low on steam. but thanks for the feedback. The second phase is mostly made as a joke but it doesnt really excuse un-fun design. Will revisit the idea with more cleanly in the future. :) 

Submitted(+2)

Really awesome in just about every way, while being complete by the deadline!

First off, I really love the Gayzing, both storywise and mechanically. Just perfection. Though, I do wish gayzing some bigger attacks (like the final boss's red projectiles [you know the ones]) gave you several gayze points, just so the reward for gayzing them matches the danger.

Really nice story as well, in just about every sense. It's got a nice beginning, middle, and end, with everyone having lots of charming characterization and banter. The ending in particular was so cute. also some of the dialogue makes me think i accidentally ripped you off in my game so sorryyyyy

Same with the art-- they're so much of it, and it's all so cute. Everyone's got so much personality, and feels distinct from how the more standard anime-ish art depicts them.

The hitboxes for some bullets seemed slightly off, though that may just be me being bad at dodging. You get a lot of health, so it's not a huge detriment-- I was still able to beat it without losing once. Also, I think a run button would really help with some areas, considering they're pretty barren overall. The biggest example being the part where you have to defeat all the ghosts to clear the barrier.

In short, 'twas epic.

Developer

Thank you!!! Very glad you enjoyed it! that means a lot to me! I will definitely take your feedback into account in the future. 

Submitted(+1)

Was amazed by how long the game while also still being high quality. Was even more amazed to find out this was made in Clickteam Fusion. Great work!

Developer(+1)

Thanks! I grinded away pretty much all month to get it done. Definitely will be less ambitious next time haha. 

(+1)

This is a lovely game with some amazing pieces of artwork sprinkled throughout. The gameplay can be a little difficult but it's also very forgiving, which is nice!


I recommend trying it out, I'm very impressed with it!!

Developer

Thank you Dom !! ;o;

Submitted(+2)

This game is really fun and the simplicity of the battle system works really well with the bullet-hell focused gameplay.