Play crafting
Shining Needle Tailor's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Use of Theme | #1 | 4.679 | 4.759 |
| Concept | #4 | 4.407 | 4.483 |
| Gameplay | #13 | 3.797 | 3.862 |
| Visuals | #20 | 3.865 | 3.931 |
| Overall | #20 | 3.729 | 3.793 |
| Audio / Music | #21 | 3.356 | 3.414 |
| Balance (Challenge & Fairness) | #24 | 3.051 | 3.103 |
| Story / Writing | #33 | 2.204 | 2.241 |
Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
Kontsu
Streaming Permission
Yes
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Comments
I really love this spin on the match 3 gameplay. Being able to move your thread through the entire border of the screen to go from one place to another is pretty fun.
The game does seem daunting at first, and the tutorial is not the clearest on what you're supposed to do, especially with how reading the effects seems nonsensical at first. but it did click with me once I activated the effect of the blue stitch.
The game's a bit rng heavy, but using the stitches to favour the rng in your favour is pretty fun. Also, on a side note, the tier system being from a lower tier = stronger is really confusing when the items mention "lowest" and "highest" tier. I was confused for a bit why selecting the stitch that worked on the lowest tier item did not affect the tier 1 effects. That could be clarified a bit.
Removing modifiers seems a bit pointless when rerolling them is categorically better. Maybe if some levels did *not* want certain modifiers it would be more useful.
I love the 3d shinmy.
candy crush if it was fucking awesome
not sure if this makes sense to anyone else, but this feels like a game that could’ve focused on being a time trial challenge even though it really shouldn’t have. very glad it went in the slow-paced puzzle direction, it’s a lot more fun that way. though it’s been said already a few times, the lack of direction is the biggest hurdle to getting into the game. took me a while to really get my bearings, but it was clear how to play after i did. once you really do get into it, though, the biggest problem becomes the luck-based aspects. this is ALMOST rectified in a fun way by the different thread and stitch options letting you control it to a degree, but when they’re associated with different colored tiles that might appear much less than you need, it becomes a lot more frustrating. this becomes especially clear when you try going for the full 200% score on every level, though it’s not a big deal if you just want to pass it with 100%. on a more positive note, the art was really nice, and the visuals were never part of the confusion. big fan of the inexplicably 3D shinmy. prefixes and suffixes confused me for a bit, but i think they work as subversions of expectations. do kinda wish they actually added prefixes and suffixes to the title of the item, though. last thing of note is that, although it also may not make sense to anyone else, i absolutely LOVE how moving the pieces around for a long time kinda feels like you’re actually sewing into the board. really drills the jam theme in in a unique way. it was definitely a great time overall!
I've been enjoying a lot of your jam games, and this one is no different! I was very intrigued by the hybrid gameplay structure of not only puzzling blocks together, but also crafting items from the resources found. Conceptually, it all comes together really well, and it makes a lot of sense to have Shinmyoumaru as a tailor.
The gameplay itself allows for playing around the RNG element in the crafting, which I like a lot - and the challenge showed once I picked up on the game's workings better. (I think that I blinded the part where I'm able to string multiple block swaps in one turn, not just one. ^.^;) Even the endless mode can really go endless in the hands of a skilled or patient player, which led me to wonder if there's room to add some difficulty increases as it progresses. For example, there might be weirder blocks that don't always contribute consistently to supplies, or special rainbow blocks, or other things that mess with the player in some other ways so that they don't get too carried away. As is, though, the gameplay is good!
The music is also nice while playing, although I noticed it getting slightly repetitive after a while. Another song or two, or another motif in the main one, may remedy an issue like that. Otherwise, the visual style itself is really cool. The 3D style and your graphic design choices have a really distinct personality!
Overall, it all made for a very fun puzzle experience! Thank you for making this!
(^∇^)
The general idea is good like the other says, with the main flaw being mostly communication in terms of mechanic and potentially UI. Color grading/contrast could be useful here, and potentially early stage slowly introducing new mechanic having player use certain thread/needle in practice, then build up the mechanic.
Character requirement can be a bit vague too, which could be intentional but it can be counter intuitive on what factors to which degree, such as elemental damage factored in physical damage requirement. The specific numbers are not too useful either, unless there is specific formula. The only reason to show number is potentially related modifiers (Such as Crit Chance and Crit Damage when both buffed would be multiplicative) should probably compound. It might have did already, but it's not noticably different compared to doing two category instead.
Somehow, the game stops working for me after a while. I stop being able to draw threads (swap blocks) and I have no idea why. Nothing seems to fix it.
Maybe a linux version would help?
There's a set amount of move shown in the bottom left of the board (or right of shinmy). It might be hard to tell from UI lack of color contrast with background lol. You basically work with what resource you get from doing the thread, with holding Alt key showing info.
I got it! Thanks. The colors seem a bit unbalanced (yellow and blue are much better than green or purple). There aren't really enough turns for me to often want to remove modifiers (it's better to just use a red thread to reroll them, when it's safe to do so). Neat concept!
I was completely overwhelmed by the description on how to play but after trying it for a couple minutes the gameplay is actually quite straightforward and fun!
Modifiers could be categorized better. The prefix and suffix labels are the same length and thus didn’t draw my eyes when holding ALT. I only found out what they meant (and what the red and yellow stitches do) in the second half of the campaign.
This reminds me of Yoshi's Cookie which I *loved* to play as a kid. That being said I'm not a puzzle aficionado. While I was able to figure out the basic gameplay, almost everything about the crafting part confused me. The descriptions talk about physical damage and hits and at first I was like "How exactly does it translate to my skills in the pattern table?"
It took me until the third level to realize that like, these attributes aren't applied to *you*; they're applied to the dresses and whatnot of whatever Touhou girl is asking you to make their clothes.
While it does makes sense from the perspective of a genre that's primarily bullethell, that's confusing as *hell* as someone who's very new to Touhou, or even Touhou players that just don't make the connection and try to apply it to the stitchmaking. I think replacing these sort of attributes with maybe more cutesy qualities that reflect the design of the end-product, rather than its canonical functionality, would be a better fit for player conveyance.
But the core gameplay itself was really fun! I mostly feel that conveyance is the one thing that needs to be focused on for the future.
Also, small nitpick but the alt button keeps popping up my nvidia overlay when I hold it for too long, and I don't know how to turn it off. Consider adding a rebind option since alt is used by a *lot* of external software nowadays.