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FAITH ETERNAL's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Challenge | #4 | 4.000 | 4.000 |
Gameplay | #7 | 3.912 | 3.912 |
Concept | #9 | 3.971 | 3.971 |
Audio | #13 | 3.529 | 3.529 |
Visuals | #14 | 3.735 | 3.735 |
Overall | #16 | 3.559 | 3.559 |
Use of LGBT Themes | #28 | 1.853 | 1.853 |
Story / Writing | #29 | 1.735 | 1.735 |
Ranked from 34 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
myself
Streaming Permission
Yes
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Comments
"This is just like Ultrakill," I say, seeing the unprecedented ability to dash and shoot a gun
But for real, this was some awesome arcade shooting action that's impressive to do alone (and for a first itch upload??). Fun movement, cool weapons, varied enemies, lots of fun!
Miko is dead.
Faith is fuel.
Makai is full.
I didn't expect a boomshoot on a touhou pride jam but hey, here we are.
Pretty fun game. I enjoy a good boomshoot from time to time, having grown up with the stuff because all the games I had growing up were what my big brother had.
As to feedback... well, I feel like some enemies and some things still require tweaking. Like, the enemies homing in on you are a little too aggressive and give you little time to react before you take damage because they are fast, relentless and give you no warning they are about to attack you. There are spawn markers, but the spawnmarkers don't tell you what enemy is going to spawn where, so all you can really do is stay away from the spawn markers and even then they hunt you down in the blink of an eye, leading you to take damage, which doesn't really feel fair to me.
The level 4 weapon has splash damage, which took me a while to figure out. I assume it's like the quivalent to a rocket launcher in doom (although the explosion effect reminded me of the OG Doom BFG tbh). Splashdamage would be fine for such a weapon, but since the enemies are so relentless and in your face, and you are being swapped to the weapon instantly upon reaching Level 4, I died a bunch of time to that which also feels very unfair.
Pick-ups despawn a little too quickly too, especially since you have little in the way of control on when you can actually safely pick them up. Because of enemy behaviour, they tend to clump together, so if you move in to pick up what you want to pick up, you will probaly take a bunch of damage.
Compounding these issues is the lack of invicibility upon being hit, so one little fairy that homes in on you and shoots projectiles can kill you in an instant if you aren't constantly circlestrafing and jumping, restricting your movement options. Sometimes it feels like damage is all but innevitable because they can pump you full of bullets from point blank range with little you can do about it except shooting them, which is made more difficult because they are up in your face constantly (ironically).
Plus, I think the difficulty curve is kinda whacky, since the first two waves are what I felt to be the hardest, with subsequent waves being pretty chill comparatively, until Wave 10 kicked my ass again.
It would be good to maybe start with a smaller enemy count in the first waves, like going from one or two fairies, until ramping up to what the current wave 1 is. Currently it is very trial by fire, and idk, I can imagine some people would quit after having tried the first wave and dying within 5 seconds because they still were getting their bearings.
Despite my many complains, this shows promise and I did have fun with it or else I wouldn't have played until I was good enough at it to get to Wave 10. Pretty impressive for a one person show, at any speed. And... well, I liked the little illustrations for story mode, even if it was ultimately broken, lol.
Got all the way to wave 15. Fun game!
This review is based on the original jam version + the changes made to the game so far.
The title screen music is so catchy, I could just sit there and listen to it for several minutes. The in-game music is also very good.
The graphics are fine, the enemy sprites are all recognizable Touhou references, especially notable since I played Mystic Square recently.
The concept is funny and I like the idea of Sanae being the one to go to Makai this time.
I'm not a huge fan of arena shooters. They often feel repetitive to me and this game ends up that way. It feels like you're just circle strafing the whole time while firing into the enemies. The mini-boss every 10 waves changes things up a bit, at least. It would be cooler if the enemies had a greater variety of attacks that played off of each other.
The weapons are mostly straight upgrades of each other. I ended up using the minigun the most, and using the gohei to take out big enemies once the smaller ones were dealt with.
There seem to be almost no iframes when you get hit. This means that if several bullets hit you at once, you can go from full health to game over before you know what happened.
The game sorely needs a mouse sensitivity slider in the options. I had to mess with my mouse settings to get it to a level where I felt comfortable; the default sensitivity was much lower than I am used to.
When I tried the story mode, I was able to see the opening cutscene but it never went into game for me. I assume that's related to the "buggy" label it's given in the main menu.
The LGBT themes are present (Sanae is implied to love Reimu in this game) but not really represented in the gameplay past the opening cutscene.
Glad to see this got an update. Great update, too!
This is my favorite game in the jam so far. I've been doing a few runs every day. It's just really fun.
Best run so far (before the beta 2 update): got a few waves with onis. Mid 10s.
Best (and only run after the update): Wave 22.
The ending screen already makes a big difference in letting the player track their progress. You could probably add some more stats and maybe keep track of various high scores to make it an even more complete experience.
Favorite weapon: Desert Eagle. After the initial mayhem of a new wave (where the gohei works wonders), this is my go-to weapon for cleaning up. The long range and decent damage per bullet makes it feel like every hit matters, and it almost never needs to reload compared to the higher power guns. I feel like the shotgun and machine gun probably need a slight buff to be at least as good as the deagle.
A fun, fast-paced FPS with high replay value. I’ve played a few times now, but could only make to wave 8 at best; I really wanted to see that boss that was mentioned in another comment.
Movement and dashing feels good, and I know it would work great in larger stages with more variety. I agree with Luyuu that it’s too easy to lose your health very quickly, but at least the drops are generous. I have also noticed that the yin-yang enemy can home in on you and end your run too quickly. Finally, I think the last weapon could use some homing, or some other kind of buff. I ended up preferring the machine gun most of the time.
Sound effects are on point. The music is badass and fits the mood. The story art in a 1-bit palette looked great. Needs some tweaks, but overall it’s pretty solid, and it's good to see a Touhou FPS, because they are not very common.
Really cool game, especially for a solo effort. I love the aesthetic and the mechanics here, and most of the guns feel good to use. There's some things about it that I'm not a huge fan of, but they're all super minor things, as the core gameplay and enemy types are great.
It's a bit easy to get hit by 15 bullets in quick succession, going from full health to almost dead and with only the pistol in less than a second. And I'd like if the losing-weapons-when-you-take-too-much-damage mechanic was more lenient, since it's almost impossible to survive when you have only the pistol in any wave past like, wave 4. For the weapons themselves, I think the chaingun has too little ammo before it has to reload-- I'd honestly rather it have twice as much ammo and take twice as long to reload or something-- and if an enemy is close to you while you use the 4th weapon, the explosion from your weapon can block you from seeing incoming bullets for a sec, which is kinda scary. Super shotgun is awesome.
But either way, this game is really fun. I couldn't get past wave 7, but it seems like I've seen most of the content? Looking forward to seeing more of this.
The combo of enemies that force you to keep an extremely far distance to not get instakilled and their hitboxes becoming only a couple pixels on the screen when you do makes this very inaccessible to someone like me who has never played this sort of game before, but it's fun when you can get into a groove
The gameplay was a lot of fun in this one! Dashing and blasting with a shotgun will always be a good time. I also liked the way the wave 10 boss was designed, it was a fun enemy to deal with.
The screen flashing when picking up stuff sometimes make me think I got hit and confuses me, and I think it may be better for that to just be an audio cue. I also think the spell card weapon is a little underwhelming, and it would be nice if the bullets shot a little faster to really make it feel like you are at max power.
Overall, I had a good time playing it and would like to see a more complete version someday! The highest wave I got to was 16.
Sanae has guns! Awesome! I'm not sure how that involves the LGBT theme of the Jam but the game itself got me busy for a bit.
Half of this Jam's game I played so far were visual novels so this woke me up real good like being splashed with icy water lol. And so I took like half an hour to get a firm grasp of the gameplay loop. It's fast paced, the weapon switching and dashing are spot on, the enemy waves are manageable. I really like the enemy variety in there, I don't think there's a chance to get bored.
Two non-minor things: first is the health bar. It would be great if it wasn't a black bar over the black display. I think it's best to make it green to make the connection to the green healing items obvious.
Second thing is it's somehow possible for the player or enemies to fall off the map. There's also a time where I apparently shot one of these Wave 21+ explosive totems, even though it was invisible (I think it was invisible?? There was only one totem visible but I wasn't shooting at it). And I also got soflocked at Wave 21 with "1 enemy left" but no enemy in the arena. It's either an eenmy that fell off or another invisible totem, but I ended my playthrough there.
Overall very solid! I'm interested in what that story mode is, all I get is that green drawing
sorry if the story's a bit rushed but to put it simply it's just Sanae's on her quest to save her beloved precious lesby, Reimu from getting abducted by the forces of Makai including other important characters like Suwako, Yukari, etc. Till she's had enough of it she went on rampaging through Makai Doom Slayer style. Just a goofy lil story I had thought lol.
I'm also planning to have full-blown levels and new bosses in the future. Also thnx for playing, glad you're having a great time.
A boomer shooter jam entry that has a solid set of base mechanics down. I like how the game controls with the shifting between weapons going on while dashing around, I wish there was more to the game both mechanically and stage wise, but that's more so just wanting to play with this kit in a more dynamic stage layout. It should be noted that it's pretty easy to dash out of the map or trigger a death that forces you to slide outside the map but that doesnt really hurt the core loop that badly. Real neat game!