Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

桑之巫韻︰一鏢滅鬼 Song of Morus: One Spell A DayView game page

3-axis shooting game, one shot (but reuse)
Submitted by SunnyChowTheGuy (@SunnyChowTheGuy) — 20 hours, 3 minutes before the deadline
Add to collection

Play game

桑之巫韻︰一鏢滅鬼 Song of Morus: One Spell A Day's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#93.9473.947
Overall#323.7373.737
Audio#433.4743.474
Visual#463.8423.842
Fun#493.5263.526

Ranked from 19 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?
The barebone system and the protagonist is from my other project. All other is made during the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

It was fun to play! It's a bit tough to keep track of all the enemy's attacks (especially the pink band, when it's not fully visible), but I think that's a given in 3D space. It was still nice to control overall, especially with the air movement possibilities! The heroine's model seems quite high quality. Well done!

Submitted(+1)

Super cool idea and it feels nice to play! Controls are smooth and it felt like a good balance of difficulty. My feedback is that I think it got a little tedious having to chase down the spell after every shot, maybe give 3 spells would help with this so that you still have to go pick up your spells but you get a little more shooting and a little less picking up

Submitted(+1)

Really fun movement and visuals. Shooting has some nice leniency that lets you play fast. The only issue is I wish the earlier, very easy boss patterns didn't take as long to get through to get to the good stuff. Fantastic use of the theme here

Developer

Thanks for enjoying my game.

This is not the first project I experiment the Quintuple jump  3D bullet game system. And I am still adjusting the difficulty. In some playtests in the past, I see some player cannot handle 3d bullets quite well, or can't adopt the jumping. Therefore in this submission, I made 3 easy boss patterns so even non-3d-bullethell player can still play a while without gameover. I guess you are the advanced player. 

Submitted (2 edits) (+1)

I've been waiting to try this one ever since I saw a gif you posted on the jam server. Love the vibe right from the main menu and when I opened the Controls menu, I don't think I've ever seen quintuple jump before so I was eager to try it out.

Quintuple jump + air rolling didn't disappoint, and the rising sfx for each jump input is a pleasant touch. Made me think of a combo system where that increases based on trying to stay in the air while retrieving the projectile for as long as possible.

Edit - just saw your creator page - is this like a series you've been working on or one big project released in batches?

Developer(+1)

Thanks for playing my game. I am glad you like the quintuple jump mechanic.

Song of Morus is not just one game, but a series I created for game jams and personal prototyping. The idea is that, I don't have to start a project from scratch creating backstory and characters. Plus, if someday I made a prototype that has real potentail, I can put all my existing asset into this one prototype  and turn it to a big project.

Submitted(+1)

i love the music ! gameplay is also so fun , like the idea with coming back for your card ! Good job!

Submitted(+1)

i likeed this game its fun

Submitted(+1)

Amazing audiovisuals, love the boss health bar, and the gameplay is cool, kinda repetitive but that's for me I guess. The only bad thing I can say is that the roll animation and walking animation are like floating in the air, but the jumps are beautiful, I liked it a lot

Submitted(+1)

Wow, this is super polished, with great character animations, nice thematic cohesion, and a great sense of style! The single bullet gameplay definitely fits the theme, but it can become pretty repetitive for how many times you need to hit the enemy to move onto the next phase. I would recommend either decreasing the enemy's health, or increasing the player's damage. It would also be great to add a power up system so that the player has more interesting things to do over time. But overall, great work! 

Submitted(+1)

Looking really polished for a jam title :O

Also gotta say even in normal it is quite difficult to dodge so many bullets in 3D, so i checked the video on the game’s page to see what i missed since i didn’t last all that long XD

The multi jump is a really cool mechanic though, and the setting of making a boss arena inside an appartment building inner courtyard works well ^^

I also really like the artstyle.

Good job :)

Developer(+1)

Thanks for playing. Yes, bullet hell in 3D is challenging. I am still adjusting the difficulty. But i feel it will be outstanding once it's balanced.

Submitted

No worries i’m sure it will :)

Submitted(+1)

At the beginning, it was difficult to me to hit enemy because I didn't think about quintuple jumps. But after understanding that, it was fun to play. Movement are very fluids and it nervous so it's good. It reminds me boss in Nier:Automata. Very cool game :)

(If I understood sooner, I could kill the boss in one try. It was the last step, it's frustrating !)

Developer(+1)

Thanks for playing. Quintuple jumps is tricky for newcomers. But once adopted it, the freedom of movement is very enjoyable. And yes, when I was developing this mechanic , I indeed take Nier:Automata as one of the references.

Submitted (1 edit) (+1)

[tried hard then normal, got slapped by the very last pattern]

The mechanic of shooting and retrieving your shot is pretty fun use of the theme, though I wish there was an indicator for where it is offscreen similar to the boss. I did find the boss quite tanky (despite it only taking 8 hits every pattern) during later patterns due to how much downtime there is between shots and the space dodging puts between you and your shot.

3D danmaku is always fun territory to explore, but unfortunately here I was having a lot of depth perception issues. Bullets are hard to parse with their lack of shadow and lack of an indication of what direction they’re facing, and the ribbon attacks are even harder to parse due to being almost featureless.

Developer(+1)

Thanks for your detailed feedback. 

Maybe It's because I've focused on 3D danmaku for so long, I developed a sense to locate 3d bullets on a 2d screen. And the gametime/difficulty is adjusted based on my ablilty. I hope the learning curve in this game is good enough for people to pick the game up, and at least enjoy the first half of fight.

Submitted(+1)

Fun idea. I like the style and 3d approach

Submitted(+1)

I beat both yesterday's build as well as the most recent one in normal difficulty.

The patterns are good and I'm generally more of a 2d guy so that I manage to find my way means the controls and camera works pretty well too.

The game is very fun, I need to remember to check your other related projects at some point.

Developer

Thanks for playing my game. I have been experimenting the 3-axis bullet hell concept for several jams in hope of finding a difficulty balance. Glad that you can finish the game. Song of Morus is my current series project to test new ideas and platforms. So yes, please check it when you are free.