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A jam submission

[MMD] Touhou: Gathering Reverie v0.029View game page

Submitted by Animamundi24 — 21 hours, 32 minutes before the deadline
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[MMD] Touhou: Gathering Reverie v0.029's itch.io page

Results

CriteriaRankScore*Raw Score
Sound/Audio#13.8333.833
User Interface (UI/UX)#14.1674.167
Visuals(Graphics)#34.3334.333
Fun#73.3333.333
Overall#73.6673.667

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

DevLog Link
https://animamundi24.itch.io/mmd-touhou-gathering-reverie-v0020/devlog/508732/touhou-musou-roku-v0020-patchnotes

Developer Feedback Questions
How does the game feels? Do you have any suggestions about Balance, Combat Flow, Combo System, and alike? Any feedback is greatly appreciated!

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Comments

Submitted(+1)

truly a unique game in the jam! It is rare to see fighting games made at all so this was a very interesting playthough, visually the game is quite appealing with a nice artstyle, I presume it was made in MMD (I thought that was an engine for animations only? or am I wrong?) the combat works great alebeit jumping a bit floaty, I presume that is on purpose to suit the aerial combo ability of the game, overall very well made and truly a project full of potential!
Did I mention the fact its a Touhou fan game! how cool is that! to duke it out with Touhou characters!

truly excellent work!

Developer

Hello there! The game is made on Unreal Engine 4. It was very hard to make the character's physics and gravity to work as intended to make aerial combo possible. Yes, this is Touhou Fangame, which is oriented to Melee Combat and Combo Mastery instead of Projectile Spam over entire screen. It is designed to welcome players of any Skill Level, whether they're barely able to connect 2-3 hits together or they can deal over 1000 damage in one combo. 

There is one outdated (v0.018) gameplay video by our friend. A nice example of how much fun could low-skill players have: 

If you would like to learn more about the project, you can visit our blog at Boosty, we love to see new friends there!  

The one thing we know for real: the game will be finished, however long it will take :)

Thanks for coming by, and have a Nice Day! ^-^

(+1)

looking great!

Developer(+1)

Wolfy! Happy to see You! ^-^ 

Can't wait to make more content! Next bug fix and balance patch are WIP right now! 

HostSubmitted

My experience with this game was terrible. Is the game supposed to run so slowly? Everything felt like it took two years to happen. The menu load was slow, the combat was slow. I don't know, but it feels like an isolated incident, as everything else in the game looks top-notch.

Developer

The game is supposed to run at 60FPS (fixed framerate). Looks like your machine can't handle the game performance-wise. A rare players had issues with performance on their machines, but most certainly because of aged hardware. Recommended setup is Win-10 x64, Intel Core i7, 3.6GHz, 16Gb RAM, NVidia GeForce GTX 1060. However, some players may tell about "slow combat" because they want all moves to be x2 times faster. Moves in Fighting Games are supposed to be fast, but slow enough to be reactable and punishable. This is a gameplay basis. 

HostSubmitted

I think it's probably my machine. I played on an HP Laptop, Win 10, 12 GB ram, AMD Ryzen 3, AMD Radeon Graphics. The game moved Sluggish even though the startup video brandings, which lead me to believe it can be some sort of isolated incident. I admit the gameplay seemed fun but I had a terrible experience.

(+1)

Well, the jump is quite floaty but it doesn't seem to run bad. I have an RX 570 and a Ryzen 5 2600, not high end stuff. Game runs fine. Maybe ur just critiquing the animations?

Developer (1 edit)

I actually had a real Fighting Games as references to the animations, up to literally copying some from other games, so this should be perfectly fine. In MK11 animations are even slower - 7 startup frames for jab in comparison with 4 startup frames for light attack in my game. 

About "floaty jump", if it was about the in-game jump action, the Jump, Launch and Airborne Attacks affects the Gravity in a certain way to regulate the speed of falling down. It is needed to execute the Air Combo properly. 

Submitted

Very nice work and game. Great effort on making this happen!

Developer(+1)

Thank You for kind words! Please don't forget to try to play with your friend in Versus, so you will feel the whole taste! 

This is still a Demo, too many things to implement, inclusive but not limited to: [AI], working [Game Settings], first chapter of [Story Mode], more OSTs, etc.  Keeping up the Great Work!