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A jam submission

Crimson FantasiaView game page

Twin-stick youkai-busting action!
Submitted by CROW'S NEST (@crowsnest_dev), Kamataya, Tuck Vison (@tuck_vstar), plunch — 1 hour, 11 minutes before the deadline
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Crimson Fantasia's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#44.0634.063
Fun#44.1674.167
Visual#124.1884.188
Audio#123.9383.938
Theme#1252.5832.583

Ranked from 48 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Did you use any third-party assets or skeleton code?
Used my own skeleton code + 3rd party sound effects, fonts, UI graphics

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Comments

Viewing comments 36 to 17 of 36 · Next page · Last page
(+1)

One of the best, if not the best game this jam. If you fix the refresh rate bug and maybe add an option of swapping the WASD and arrow keys, it'll be perfect.

Submitted(+1)

Very nice game, it was very enjoyable. 

Loved how the dash attack felt, although I wasn't sure when the dash attack was ready to use at it felt that it would work at random times. Other than that, I think it was pretty great!

Developer (1 edit) (+1)

Thanks for playing!

Unfortunately the dash seems to suffer from an issue where the input can be dropped at high framerates (and also low framerates in the case of the web build), so if you happen to be using a high refresh rate monitor try playing at 60hz on the desktop build instead.

Submitted(+2)

Wow my first I finished the game with 0 second left.

That's a fun game. Very exciting. touhou fan game . The dash attack is very enjoyable when it combo-kills massive amount of enemies plus collecting coins all at once. The visual is colorful and cute. Music is nice to listen. It's a high quality submission. Good job

Submitted(+1)

Great game!

Submitted(+1)

Great game! The sfx/vfx give it a great game feel and there's definitely a ton of juice especially for a game jam timeline.

I found myself kind of auto-piloting after the first few seconds and it was satisfying to see all the input - having coins collect while standing still was a nice way to make it feel like you're always doing something especially with the timer running down.

I didn't feel any sense of urgency in terms of getting hit which I liked because I could just focus on clearing out the screen as much as possible. Once the boss came I finally felt like I had to dodge.

Overall the game is easy to pick up and replay - the leaderboard is a good touch too. Do you have a favorite Touhou game?

Developer(+2)

Thanks for playing! :>

On the last bit, my favorite (official) Touhou game is Mountain of Faith for its fast stage pacing and (most of) its scoring system.

Submitted(+1)

Really impressive-looking game with a lot of juice, making it very satisfying to blow stuff up.

On the gameplay side this one seemed competently-made, but with a playstyle that was not really to my taste, honestly. I tend to like games that are pretty hard and focus on skill-based challenges, and that didn't come through for me much here. The character's hitbox is so hard to make out and everything on the screen is so chaotic that I was almost never able to figure out where to put the character relative to the bullets in order to actually dodge anything. I could survive by circle-strafing, or by just dashing into everything and killing things so fast that occasionally getting hit didn't really matter, which . . . seemed to be the best strategy? In any case, facerolling with dashes was enough to reach the end on both difficulties, after which point I wasn't motivated to keep playing for a higher score.

Nevertheless, the game looks very polished and professional, and it seems to do what it set out to do quite well. Kudos on making a game with visuals that would be at home next to any major title on the market today. I think I may just not be the target demographic for this particular style of gameplay.

Developer (1 edit) (+1)

Visibility is definitely one of the bigger regrets with this game, with your sprite and/or your hitbox easily getting lost in a game that asks you to dash directly into where the bullets are coming from.

Gameplay-wise, the game is generally more intended to be forgiving in the casual survival department (namely with the fact you can’t actually die, so the only way to lose is to run out of time - this in itself may have gone too far and probably should have had a lives system to make survival more meaningful), and emphasize difficulty and replay value with scoring instead.

Spamming dashes is quite effective for DPS/survival purposes, but not necessarily for scoring purposes since dashing at all resets the secondary multiplier gained from killing enemies with dashes. The intended (optimal?) strategy regarding dash kills is to start a big juicy dash kill multiplier by dashing through a group of weak enemies, then maintaining that combo by only shooting enemies until that combo expires since another dash will end the multiplier early. Only once the dash multiplier expires (or a better combo opportunity presents itself mid-combo) is it a good time to dash again. But overall, both circle-strafing and liberal dash usage are both valid strats with varying effectiveness.

Taking a hit is basically a non-issue when it comes to survival, but when it comes to scoring it can be problematic due to the short timers associated with the scoring systems now being taken up by your character being stunned. Originally the scoring penalty was even harsher by immediately killing the timers for both multipliers.

Though of course if scoring isn’t really your thing then none of this really matters (though as long as you could enjoy some parts of the game casually then it at least wasn’t a total wash); the intended audience is really those who like pushing/replaying short, arcadey games as far as they can.

Submitted

Makes sense.

Submitted(+2)

And that's another entry that is just raw fun for me, I think I joined the right jam lmao. really love everything about this, Artstyle specially, it's hella stylish, and music is also awesome. As other people already said tho, the theme doesn't really feel like it was implemented enought, but that's alright.

Gameplay is just epic throught and throught, I don't have much to say about it, it's just fun. My main nitpick tho, Is that, despite the enemy bullets being pretty visible all the time (at least for me), Reimu's hitbox really wasn't, It's really almost impossible to dodge everything properly, altought I won't be complaining too much about that because that might as well have been the intention of the game lol.
Another nitpick I have is something more personal, but man I'm really not a fan of shift and spacebar as inputs. I didn't mention this on any other entry so far because I didn't feel like it was something relevant, but in the case of this game were dashing is something so important and used so often, it really held the game a little down for me. I wish I could have played it on a controller since the control scheme for it seens way more natural, but sadly I don't have a good cable to conect my xbox controller onto my laptop and I also don't have a bluetooth one, so I won't be able to test it on it unfortunatelly.

Anyway I got 8th place on Lunatic with a crappy score and I'm happy with that, but this is another game I'm willing to pick up again on the future to try getting podium at least, just for the fun of it x)

Developer (4 edits)

Yeah, unfortunately visibility ended up being a bit of a wash especially on Lunatic - easy to get tangled up in everything when the scoring revolves around dashing directly into danger along with not having any i-frames or bullet cancels the moment the dash ends.

As for the controls, what keyboard layout do you use and what dash key(s) would a better choice have been for you? This game only really had an American QWERTY layout in mind, so I ended up going with keys that I often see being used for dashes in other games (though the V key now that I think of it might have been an alternative to using space), with the exception of right clicking being an option since aiming/shooting doesn’t use the mouse.

Welcome to the top 10, by the way. :>

Submitted(+1)

I use QWERTY too, I'm just pricky about shift/spacebar x)
I'm simply just not too confortable with them for no particular reason lol.

Idk what would be a better fit honestly, since both hands are already all busy with WASD and arrows, but I believe I myself would feel better by taking my hands out of the arrow keys for a split second to press the [;:] key right above them (at least on my keyboard they're right above them lol, my arrow keys are kinda squished). Altought now that I think about it I'm kinda dumb too since by that logic I could be doing that to use the right shift instead, since it also is right above my arrow keys x3

About the visibility issues I think this could have been solved by some better color coding, or maybe even giving Reimu and/or her hitbox a more vibrant outline or something like that so it stands out more among the chaos. I didn't realize the dashing didn't had i-frames at the end tho, but yes that would have been very welcome too, actually.

Thanks for replying btw :D

Submitted(+2)

Took me a minute to realize how good the dash attack is lol. Great game!

Submitted(+1)

Excellent, a great entry. I loved the art style.

I played the web version and had to reload the page in order for it to start. Otherwise it played really well.

Submitted(+1)

Suuuper satisfying to play! Very very juicy. I was able to beat it on lunatic with 2 seconds left as well :) My feedback is that I think the camera couldve been zoomed out to show the full playing field since it's pretty small. Overall great work!

Submitted(+2)

Nice game! The visuals and music were very nice, and it had some good action, and an interesting perspective. I'm not sure I understand how the theme was used, but overall, very nice submission!

Developer (1 edit) (+2)

The theme was used on a few aspects, though the only really overt ones are the limited timer to clear a stage and limited play area where mostly everything fits into the camera. In a less obvious case, the player can actually only have up to 12 shots onscreen at once (equivalent to firing 4 times), encouraging pointblanking enemies so you never hit that limit.

Subtler uses of the theme comes from the scoring system, all of them being different flavors of time limits (a timer for the long-term gap kill main multiplier, a timer for the short-term dash kill multiplier, and timers to collect the gold spawned by dash kills before they despawn).

Developer(+1)

And somehow I forgot about a really important one: 8-way shooting instead of a full 360 degree aim.

Submitted(+1)

Great job on the game! I had fun playing it. The implementation of the theme could be improved, but overall it was really cool. I particularly liked that you included a leaderboard, which is something I didn't even consider. Keep up the good work!

Submitted(+1)

Interesting perspective ! I love that idea. Good job!

Submitted(+1)

The game was fun, I feel like the enemy death sound effect was a bit loud though

Submitted(+1)

The game was fun, I feel like the enemy death sound effect was a bit loud though

Submitted(+1)

This rules. Very satisfying feedback all over the place, cool and unique perspective, lots of fun. Awesome work!

Submitted(+1)

Oh, look a Touhou game – nice! The rhythm was a tad fast for me, even on casual, but I got into it pretty quickly.

I feel like the visuals could have used a little more work, as it is a bit hard to tell where everything was. Maybe more contrast and toning down the effects a little would have helped.

In any case, I had a lot of fun with this game. Well done 😃

Submitted(+1)

Probably one of the most fun games I've played in this jam. Great visuals, everything feels nice and responsive, killing enemies is satisfying. Good game

Submitted(+1)

There's a really good game for 10 days. Good job friend! Have a good luck!

Submitted(+1)

Touhou bullet heaven. I love everything, I hate that there isn’t more The art is AMAZING

Viewing comments 36 to 17 of 36 · Next page · Last page