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Lunatic Pursuit's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Story / Writing | #9 | 3.867 | 3.867 |
| Visuals | #18 | 3.967 | 3.967 |
| Gameplay | #20 | 3.533 | 3.533 |
| Overall | #21 | 3.700 | 3.700 |
| Use of Theme | #21 | 3.500 | 3.500 |
| Balance (Challenge & Fairness) | #22 | 3.233 | 3.233 |
| Audio / Music | #24 | 3.267 | 3.267 |
| Concept | #36 | 3.300 | 3.300 |
Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
ReynStahl, Wookywok
Streaming Permission
Yes
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Comments
Note: It took some time for me to get back around to finishing comments on the jam games. Pardon the late comment!
This is a well executed bullet hell that does the formula justice! It looks nice, between the UI and the colorful character style. The gameplay, of course, has a lot of fun foes and patterns as well.
I did notice the music being a small issue mainly on account of the empty air at points - especially the title screen and ending cutscene. Otherwise, it's a good one song that doesn't overstay its welcome too much - and a fun Touhou-style one to listen to, on that note.
Overall, however, it feels very alive thanks to its own fun and ultimately quite wholesome story, so I enjoyed it. Well done on putting this together!
The only thing this game needed was a namedrop of tailor swift and zachary taylor and it would've been perfect.
The fairies that drop a shield when they die are pretty annoying and it took me a while that that was what was killing me when trying to pick up their power items. I think their shields should at least be a different colour.
Still pretty great danmaku game.
One of Toyohime spellcard was initially going to name drop “Taylor Series” when she started talking about technology and wave analysis stuff lmao. It’s way shorter because jam reasons.
The shield was red which blend in with items yeah, initially it was fine but it’s the fact the power items drop were added way later so it was a bit missed
(review based on 1.0.0 jam version)
maybe the real tailor was the made we made (tailored) along the way
(seriously why do they say “tailor made” every other line its insane)
jokes aside, i LOVE THIS. feels like proper touhou danmaku action. it doesn’t fuck around either, so i was NOT prepared for the first bullets coming in so fast, but once i got my bearings the patterns were insanely fun! my biggest gripe was a clarity issue at the start of the second area, i’m not sure what even happened but i just couldn’t see what was killing me at all. besides that, all i have are a few nitpicks about grammar and spellcards (namely the fact that you can easily cheese hidden backstitch by just staying on the bottom). beyond that, the bullet patterns were pretty tough but fair and enjoyable. also loved the dialogue, definitely gave me that old touhou writing feeling in a good way. loved the junko and reisen dynamic too, not something i’ve ever really considered but i much prefer it to the ship. music was also great, wish there was more than one track but at least it was a fantastic pick for the only track.
might try replaying sometime once more stuff gets implemented, but i’m still a huge fan of this in its current state!
The pinnacle of writing is name dropping the name as much as possible while not feeling too off-topic
Also second area might be the Red shield the fairy has that gets ejected on death; The shield acceleration happen to match the power item drop speed majority of the time so it's bit hard to look at initially. The backstitch one usually wouldn't be cheesable if the boss had collision which disappeared for some reason while I was exporting, so you're able to stay under.
That music is really cool I bet the group that brought it to life is super epic.
You know who else was brought to life
I enjoyed the game despite it being far beyond my ability. Because of that, the infinite lives actually helped. There was still incentive to not sit in front of the boss as I didn't want to lose my cool lasers (power).
I had a flickering issue with the space background where black lines would rapidly appear and disappear all around the play area. I am using an AMD GPU if it helps.
I solved the problem. AMD broke some 3D aspects of Godot in an August driver update. I updated to 25.9.2 and now it doesn't happen anymore.
Good bullet hell with patterns about as difficult as your typical extra stage stage portions. Boss patterns were mostly easier than the stage except for the Toyohime nons (thanks ZUN). You got a chuckle out of me when the midboss fairy came out and started the th20 midboss pyramid spam.
I had a bit of input delay even with the downloaded Windows version. My focused hitbox was also half hidden when I bottom drag.
There were a lot of readability issues with Junko's shots. Junko's murderous lilies visually mix with the red curves that the great fairies drop, making them hard to see. Also, I keep mistaking Junko's unfocused blemishes for enemy bullets. Unfocus shot felt terrible to use in general compared to focusing.
Funnily, while the dialogue didn’t have time to mention, the reason Toyohime was there initially is mostly to make a joke that both her and Junko spam spawning stuff around you, I was gonna make the dialogue just accusing each other of stealing lmao. (It could just be lunar-related patterns in general, like Doremy ochre and Eirin earth in a pot)
### Input issue
As for input issue, I was looking into it and it seems to be trouble with Windows and the app itself rather than than code issue, after digging it seems to be caused by Vsync being on and windows treating full screen differently to windowed. I’ll have to look into disabling that as main setting but for Windows 11 it had to do with computer setting with “gaming optimization”
### Pattern visibility
As for pattern visibility, it’s kind of funny because there’s critique in both way in terms of bullet, the blemish was low enough opacity some people barely noticed, while to some its apparent enough to mistake it as one.
Unfocused doesn’t feel as good to use too when I tried it yeah, but that might have been to reduction in density of the radial shot late in development. It was causing readability issue as well, creating constant bright cluster spawning from the player which gets dizzying. Before there used to be more bullets but lower damage, so the damage is more consistent and there’s much more “oomph” when it hits each time.
Similar thing with laser, though that was due to Z layering being off, as if the items are ABOVE the shot (iirc) it would’ve been much more apparent. I might lower opacity further; it’s actually 10% opacity already but due to Additive material it becomes brighter as more spawns
Maybe the real tailor made was the friends we made along the way. I had fun with this! Had some lag issues with the web version but the downloadable one works flawlessly. Loved the story too! Very cute ending :D Who did the art btw? I liked it alot.
I did everything except the music which is from an archive
Junko: "I need a suit for my daughter"
Me: Clownpiece, right?
Junko: "..."
Me: ...right?
(Also, the non-SCs often felt harder to dodge than the actual SCs)
It's uhhhh metaphorical daughter
Hii stahl ^^ hihi :3 HEY !!!(^_^) cheeseee!!!!!!!!! ;;;
Engine looks like it's coming together quite well! (still no health bar yet tho... :clueless:) The humour was silly, I liked that, and most of the danmaku was quite good!! Stage felt a bit long but I suppose it's because it's a pseudo extra stage. Quite impressive a product of a 1 man team, even if the engine was made beforehand. Btw I think you mismatched the focus and unfocus shots on the title screen, lol.
This is actually formatted closer to three stages not one singular stage, there's just no stage header or difficulty so it might be hard to tell. Lol.
Also can't believe people read the smh