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A jam submission

The Legend of Tenshi : Shining NeedleView game page

Submitted by Enalye (@Enalyee), Misha Foartes, Saidus2, JonathKane, Ludovic 'Archivist' Lagouardette, Ddmvs — 5 hours, 8 minutes before the deadline
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The Legend of Tenshi : Shining Needle's itch.io page

Results

CriteriaRankScore*Raw Score
Audio / Music#113.7743.774
Gameplay#113.9683.968
Concept#114.1614.161
Overall#173.7743.774
Balance (Challenge & Fairness)#183.2903.290
Use of Theme#193.6773.677
Visuals#223.8393.839
Story / Writing#322.2582.258

Ranked from 31 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team Members
Enalye, JonathKane, Archivist, Misha Foartes, DIDYMvS, Saidus

Streaming Permission

Yes

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Comments

(+2)

It's cute, and I like it, but the screen where you spawn behind a tree unable to see your player character while they are already being rushed down by some Kogasa hats feels pretty unfair LOL

Developer

Yeah the map transitions and enemy spawnings are pretty rough, I concur ^^ Thanks for playing our game !

(+2)

i love the mechanics :flooshed emoji: its a really creative gameplay and way to exploit the theme and character from the game <3

Developer(+1)

Thanks a lot for playing our game !

Submitted(+2)

(review based on jam version)

hollow inchling: silksong

big fan of the mechanics in this one! only took me a second to get my bearings even after forgetting to read the controls in the description, which is always a good sign of intuitive gameplay. by far my biggest issue (insufficient i-frames) was apparently fixed in the post-jam build, which is great, so no need to hammer that one in too much. my only significant nitpicks beyond that are the infinite range of the needle throw, which really throws me off sometimes and leaves the player defenseless for a pretty long time, and the annoying nature of the yukari enemy. took me a bit to even figure out i was meant to hit the hat instead of the gaps, but it’s extremely frustrating trying to do so and avoid the gaps at the same time (particularly when they can appear just about anywhere). however, beyond my nebulous complaint of “it’s too slippery”, that’s as far as the negatives go. besides the fun mechanics, i also liked the artstyle. unsurprisingly, it reminds me of a much more refined version of the original legend of zelda graphics. the bossfight was also fun, i like the way it used established mechanics in new ways without turning them completely on their heads. gonna check out post-jam when i get some time, hope to see more from the devs soon!

Developer

Glad you liked it ! I agree that the game sometimes has pacing issue with enemies, and a failed throw may be inconsistantly punishing for the player. Thanks you !

(+2)

It was awesome ! The gameplay, visuals and audio feel very good. 

Developer

Thanks you for playing !

(+2)

The title screen is a really good cover for the game, especially given how the elements move around as the cursor does. I enjoyed the smooth gameplay of this one, plus the ability to go crazy on the needle/sword swings to shred foes easily. The graphics are also colorful with a comprehensive tileset in use. The music doesn't overstay its welcome, and it's balanced quite well for listening during play.

I did notice a few gameplay issues. One issue was being rushed immediately by foes upon entering a room, which is okay if it's meant to be run all in one go (ex: Pizza Tower or some other speedrun-focused game). The other one is the lack of substantial I-frames against things, which doesn't mix well with the apparent lack of regen / health items. The likes of Vampire Survivors executes this well by letting the player build HP and regen while also having no I-frames - but The Legend of Zelda often goes the other way by having I-frames without being too unreasonable about the amount of heart pickups.

Otherwise, the theme implementation is fun, and there are some good puzzle mechanics with the controls. I overall had good fun playing through this short-but-sweet game! ^.^

Developer(+1)

The intended route was having iframes, but its implementation was forgotten during the jam (The uploaded postjam build does have iframes). I agree that foes are a bit too much on the aggressive side. I think at least a little spawn animation/delay would make the game smoother. Thank your for playing and your feedback !

Submitted(+2)

The versatility of the grappling mechanic brings back memories of Just Cause (never played a Zelda game). I enjoyed messing around with the variety of ways you can damage enemies with the grapple, though was kind of disappointed that hitting a wall and recalling the needle doesn't hit every enemy in its recall path. But who goes out of their way to do that?

Fun game!

Developer

You’re right, I didn’t check the needle’s hitbox to keep being used after the first hit. Tbf there is lot of trivial stuff I forgot to add ^^. I’ll keep that in mind if we do another update. And thank you for playing !

Submitted(+2)

I LOVE the grappling mechanic!! That's such a fun addition to the standard top-down combat system and it plays so well! The puzzle designs were a nice difficulty too. There are some minor bugs (some invisible enemies and for a moment my W button stopped working), but I would love to see a full version of this game once all the bugs are fixed!

Developer

The invisible hitbox bug was found, but I don’t know about the W key not working ? What happened ? Did you change your keyboard layout ?

We are currently working on a postjam version with, at least, all the bugs that we already fixed.

And thanks you for playing !

Submitted

I don't think I did anything special? I was playing through the puzzle area with 3 buttons where you had to relay press E across them. I was near the bottom of the map when I shot a grapple top right out of screen to where the right island is and next thing I know my W key stopped working, even after I retract the grapple. It took a few seconds and me walking to the very bottom of the map before W key came back. 

Jam HostSubmitted(+2)

It took me until my second play that I realized the enemies are all hats. That's pretty cute. I liked all the puzzle solving, and thought the final boss was a nice twist on the concept. The Zelda 1 style combat was a bit unbalanced to get used to, with the lack of i-frames. I did like the hookshot attack though.

Developer

I somehow forgot to add any iframes in the rush of development. And it only took like 5 minutes to add, it will be added to a postjam version.

The initial idea was that threads were becoming alive tsukumogami-like and were making clothes/hats move around, that’s why Sukuna is able to control her needle remotely. (A bit similar to DDC story-wise).

Thanks you for playing !

Submitted(+2)

Yukari hats keep an active invisible hitbox somewhere near where they die that damages me even after I defeat them, and if you get damaged when reviving, Shinmy will start with negative damage and be effectively invincible (unless she falls in the water).

I also think there should be health drops...unless I'm dumb and I missed them?

Regardless, very mechanically interesting! I'd love to see more of this.

Developer

We found the source of the bug caused by yukari’s gaps, same with the damage bug. We will publish a postjam version with with the bugs fixed.

There is no health drops, although it’s a good idea. But at least, you only restart the current level when you die, so it’s not too punishing (without the bugs at least).

Thanks you for playing !

Jam HostSubmitted(+1)

Is there a safe way to pass the gap shooters? I can't figure out a way without getting comboed

Developer (1 edit)

You should be able to grab them with your needle at the right angle, or cancel their bullets by swinging furiously.