What an experience. Interesting mechanic here (and details like the eyes), and the music is chaotic without exactly being unenjoyable in a way I kinda liked. Nice work for a first game, especially solo too(?)!
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Reimumania's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Challenge | #17 | 3.030 | 3.030 |
Audio | #19 | 3.091 | 3.091 |
Gameplay | #21 | 2.545 | 2.545 |
Visuals | #28 | 2.273 | 2.273 |
Concept | #29 | 3.000 | 3.000 |
Story / Writing | #30 | 1.667 | 1.667 |
Overall | #30 | 2.485 | 2.485 |
Use of LGBT Themes | #30 | 1.758 | 1.758 |
Ranked from 33 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
Jo3y49
Streaming Permission
Comments
i like how crazy the music is. we are very intensely reimumaning. debug enemy zone is neat to mess around with. reimu is : )
i couldn't tell if yukari was actually taking damage or not but i did not manage to defeat her
That your first ever project? It's solid enough, I didn't encounter any gameplay-related issues, the collisions and controls work quite fine.
I have just a few things to say about the gameplay.
- Flandre's buttons.... Z and R? Why two keys that are far apart?
- Flandre didn't seem active when I get her to Defend or Attack. I think her contributions could stand to be more obvious-looking, or to activate way faster. (You see, in video games it's about showing that pressing buttons does make things happen)
- It's already been said but: Spacebar to shoot when you already have Arrow Keys to aim? You could really have just the Arrow Keys shoot.
- This too has been said below: It would be quite good to have feedback when something gets hit. Hit sound, or a sprite flashing, but both at once is best. (Yeah it's sitll about showing that something in the game registered and happened)
With that said, good efforts, especially on the boss battle.
Okay, the song is actually catchy. It’s so frantic. I love the title as well. Reimumania? Powerful.
I had fun while playing. For your first game, and game jam, you did a good job. I was able to beat Yukari, but I was sad to see that there was nothing more at the end. Regardless, you have a clear gameplay loop, and having a boss fight is a good achievement as well.
You also have some nice details like Reimu getting sad on low health, her eyes looking at the direction you are aiming at, and Flandre floating around when she defends you. Speaking of which, having her around was cute. Once again good job and keep making games!
Good attempt at a game with such a short time limit! It definitely is rough with the slow movement and aiming. The music is good and the idea of activating a buddy character is always fun—hopefully with more time and practice we can see Reimumania at its peak potential.
Funny game. I liked the Purple boss's barrier attack and such. I think having to press Spacebar to shoot is kinda silly when your shots are aimed with the arrow keys. It's easier to just have pressing the arrow key shoot in the direction you wanna go in than have to hold Spacebar all the time. Raymoo's movement speed could be faster as well, and I still don't understand what Flanders is supposed to do. Also, are you supposed to beat the boss or does it just time out? I couldn't tell if I was hitting her. The art is cute, and the music hurts my ears in the best way possible.
The Reimumania is powerful yet dangerous-- handle it with care, 'lest it tear you apart from the inside. Keep on training, so you may someday learn to harness this gift.
This game sure have its own mood, not sure what is happening everywhere but I love the music
It's a solid attempt for one's first attempt at game development in general. I noticed you even got a save system working which a lot dont even attempt on their first attempt at a game. Id say what was really important to me here is that there wasnt enough feedback for me whether or not I was hitting enemies or the boss. You can add sound effects when bullets hit the player or enemies and or do a visual effect, while having their sprite flash is a fast way of going about it, having white circles that grow and then shrink coming off the point of contact is a simple but effective visual effect that adds a lot. Of course your solution is up to you and Im just throwing my two cents, you need not take it and there are many a ways to improve feedback for any action in a game. Also, I found the boss's teleporting to make it hard to attack and kind of annoying with how often it was doing it and how slow my bullets moved compared to how fast they were teleporting was something. Anyway, a solid first attempt at game dev and you should remember that everyone starts somewhere and dont let the thought that it wasnt perfect get in the way of learning or doing cool artistic outlets like game dev. I look forward to seeing you two improve over time
Thanks for the thoughtful response! Unfortunately this game was overscoped and we had to meet the bare minimum with some stuff, but I think it came out alright considering the time constraints we faced. Feedback when hitting enemies would definitely be helpful and it should have been a much higher priority when I look back at it. I did learn a lot whlie making it, and my next game will be a lot better. Thanks again for the advice and encouragement!
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