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A jam submission

Higan TourView game page

A soul seeks to escape Higan.
Submitted by Karob (@krichotomy), Pigu-A (@pigdevil2010), Kanashii, Ett orm — 12 seconds before the deadline
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Higan Tour's itch.io page

Results

CriteriaRankScore*Raw Score
Challenge (Tough but Fair)#133.2003.222
Presentation#143.8903.917
Use of Theme#163.2833.306
Gameplay#173.0073.028
Overall#203.3383.361
Story/Writing#212.0972.111
Concept#223.4483.472

Ranked from 36 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
Karob, Ett orm, Karamitasu, pigdevil2010

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Comments

Whoa, never saw that many flowers animation at once on a jam, is really neat. And  the music, oh, that beautiful music.

I like how this is played, you either get hugged by really cute faeries, shot down or chased by komachi, more than the score system, I wanna see how this game ends xD.

Developer

Thank you. We're working on a better version of the game. :)

Is like Sky but you go up instead of down, and all the snowman are fairies, cute visuals, i wish i wasn't that bad playing this game, love the hide and dash

Developer

Thank you!

Host(+1)

OOooo top notch atmosphere and flower effects! The effort really shines through there. And the gameplay is real good too! The dash and hide mechanics (which could've really used in-game control prompts btw, hope some people didn't miss that) add a lot of depth to how you can handle your current situation and was buttery smooth. I also like how some of the enemies did your dash, it created a feeling of your own craft being used against you. And not being immune to the bullets during hiding is a good natural anti-cheese measure.

My biggest gripe and afaik a lot of the reason I kept dying is that there are no visual distinctions between enemy types. Even palette swaps would go a long way. I feel like I could've strategized my movement a lot better if I knew which fairies moved or dashed or shot bullets before it was too late. Also, the dashing ones sometimes move way too far without any real warning, combined with the fact that they home in on you instead of dashing the same direction the whole time (especially since the player can't even do that). 80% of my deaths towards the end basically came from them, so gameplay eventually plateaued into wishing I could be free of that, or at least see it coming better. Also some more sound design when things happen or a particle effect for your dash could add a lot of pizazz to the game feel too.

If those things are addressed though (and a score counter or end goal), I could see myself sinking some good time into it because the game flows like butter and it's well-varied. Great work!

Developer

I'm glad the atmosphere and player control felt good! Yes, we didn't manage to get the palette swaps into the game in time.

To be clear, there are two dashing enemy types (once again a fault of no visual distinction), and how you deal with them is very different. The long dash ones mostly just travel horizontal. Maybe we'll put a clear visual indicator of their behavior.

Submitted(+1)

The game was pretty confusing at first since I thought I was supposed to go downwards and escape the creepy shadow. I had to look at the screenshots again and ask myself "woah where the bullets at" and try again before realizing that up was the way to go. 

Yo but the flower physics are real cool, loved the concept! 

Developer(+1)

Yep, the two ideas I had for direction (one being "GO THIS WAY" and the other being "DON'T GO THAT WAY") never made it into the game. ;^_^

Thanks!

Submitted

I really love the atmosphere and physics of the Higanbanas !

Developer

I'm glad!