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Yomotsu Dreams's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #9 | 3.968 | 4.107 |
| Visuals | #11 | 4.313 | 4.464 |
| Audio / Music | #14 | 3.692 | 3.821 |
| Overall | #18 | 3.761 | 3.893 |
| Balance (Challenge & Fairness) | #19 | 3.278 | 3.393 |
| Concept | #25 | 3.692 | 3.821 |
| Story / Writing | #29 | 2.622 | 2.714 |
| Use of Theme | #42 | 2.450 | 2.536 |
Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
create2019, illusorybread, Llamas, mojo
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!
I had a lot of fun playing this one! The gameplay alone is very smooth, with a variety of controls and a well-balanced challenge. The only issue was that it was easy to get blindsided by foes coming in and then take instant hits (especially near the level's edge). Otherwise, it was easy to make out everything and figure out how to work around that particular case.
The visual style was also a lot of fun to look at, especially combined with the music & audio. It helped make for not only a colorful arcade game, but also a very well-playing one overall. Thank you for making this! ^.^
Thank you for your comments! It's never too late.
Ideally, I would have liked to have added an 'incoming off-screen enemy indicator' like in Deathsmiles, and also some logic to mirror waves depending on the player position to avoid spawning enemies directly on top of the player. It was on my radar, but there just wasn't enough time.
Hopefully, I can make even better shmups in the future.
The gameplay is responsive and the art is great. I was never able to beat the game, and reached the boss only once.
I feel the difficulty ramps up drastically when several waves of lips + eyeball pairs spawn from both sides of the screen and completely fill it with bullets. I died to those waves just about every time.
The visuals were really striking I like the way Zanmu and Hisami look. I made it on the scoreboard which is good enough for me xd. A better indicator of grazes would go a long way I think, but a fun little bullet hell none the less. Great work!
Thank you for your comments! We'll think of something for a post-jam update.
Great visuals and smooth controls. I'm not used to the big hitbox so my best run only got as far as 80s left but I did top the score leaderboard. It would be nice if there was some sort of visual or audio indicator for graze. It was very hard to judge whether I was grazing or not if I wasn't holding down C.
Thank you! We'll make the graze indicators clearer in a post-jam update.
I played a bit more and I was able to beat the game including the final boss at the end--very fun even if it's limited. I did notice that there was an audio indicator for grazing eventually, but I didn't notice it at first because the graze radius was so small that I rarely grazed at all.
Some improvements I would like to have/bugs I found:
1. in-game pause menu
2. indicators for where enemies are going to spawn (I died a few times to enemies coming out of the screen)
3. C ability doesn't wipe revenge bullets (unsure if this is a bug)
4. Visible hitbox on focus (not strictly necessary)
note: there is something large that you can come across if you are able to survive for long enough-
Controls