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Hoenstly Really enjoyed playing. It was a cute little game that gave me a challenge, however I was quickly able to learn the game and devise a plan to get through it. Ive told the artist Colorfulkitten about the bugs (thankfully not many) I ran into like Remy sending Sanae to the shadow realm(looks like other people ran into the same issue). She said she'll Relay it back to y'all so thats good. 

This was an enjoyable experience, it was fun figuring out how the 3 enemies work and how to defeat them. I while the red enemies that fire through wall were annyoning and same with health potions being able to miss, I found it an added challenge that made gameplay more difficult but feel much more rewarding. really only major grips was those last two things I mentioned and how many enemies you have to kill in the final stages, with it only being those 3 types. makes it feel more repetitive. In the End y'all Did a really good job, I can see myself returning back to play this more and maybe even try speed running it. I look forward to see what y'all would add after the voting is over.

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Thanks for your feedbacks and for playing!

Colorfulkitten indeed did reports us some bugs and wow, there were more than expected

Enemies shooting through walls and potions missing are ones of them (potion missing is due to them doing an attack with negative damage on the player and Aya being like “wow that’s an attack, I’ll dodge that”, so while it’s still a bug and an annoying one, I find the reason behind quite funny)

About the diversity of enemies I totally agree with you and that’s definitly a point I want to improve if we continue that game further!

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that’s good to hear that it got to y’all. And hearing the reasoning why potions Miss is because Aya, is quite amusing, seeing everything buggy so far that has happened with me happens on her route 

I think the enemies shooting through walls should still exist but on a tone down scale, having it do it can only be through one wall for sure, making it where the enemy has to wait 2 turns before they can fire through the wall again (that might be tricky to implement I don’t know )and  or where it does significantly less damage when it does. maybe even put it on a new enemy type as well.

As annoying as it is, it forced me to approach situations differently, in a good way. I had to think about how I would clear the room while taking the least amount of damage. In short it spiced up the gameplay. 

One thing I forgot to comment on is the power scaling, with the katana the youkai die in one hit and it’s a weapon you can get lucky with and get very early one.  Makes the game more approachable yes but it also makes it a bit more stale. Luckily the game,  relatively speaking is pretty short content wise only having 12 levels so it isn’t as that’s bad  as it could be . Though Maybe having both the enemies health increase as well as chance of getting the same weapon but it deals more damage. Really you don’t have it implement this unless you increase the length or add significantly more content. Just something to maybe keep in mind 

For the wall thing, it’s definitly a good idea, that could indeed be turned into a neat feature if it’s reworked a bit

Game balancing was a big issue for us and we had to make things easier if we wanted to have anyone to have a chance to reach the end, overall all unlockable weapons are like the gohei but better (except the Ōdzutsu which is a bit of a special case)