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Anomalocaris

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A member registered May 19, 2023

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I like the concept of the game being made by the three fairies but it doesn't really have anything to do with the theme, unfortunately.

This game was very fun but extremely challenging. I had played picross in the past but didn't know much strategy so I really struggled. I had to use the solutions as hints to solve most of the levels past the first set. Also, when you complete 3-1 the game goes to a black screen so I was unable to complete that set of stages.

The visuals are nice, with pretty images of Doremy and Sagume and multiple versions of Sagume representing her at different times in the past.

The music was good but got repetitive because the game took me several hours to complete.

The story and writing are good and I'm intrigued, but not exactly sure what's going on. That's exacerbated by the inability to progress past 3-1, so 1/4 of the cutscenes I never got to see.

I'm not sure how well the game actually ties in to the theme, since I'm not sure what's going on in the story.

The gameplay was a fairly standard horizontal shmup. It didn't feel like it was worth it to try and use the flamethrower as most of Kaguya's patterns kept you out of range. A hitbox indicator would have been useful though it wasn't hard to figure out the hitbox was Mokou's chest because aimed bullets would go towards it. 

The visuals were cute, probably my favorite part of the game.

The sound was all taken from Len'en games, which I'm not sure is allowed. I read JynX's guidelines and it seemed to discourage it, though you could interpret the guidelines as allowing it because they mostly specified not using data from the official games in paid fanworks.

The game was entirely a shmup, so there wasn't much in the way of story or writing to review.

The jam theme doesn't really make an appearance beyond Mokou having infinite lives and the game featuring Mokou and Kaguya.

I really like the gameplay. You managed to capture what makes Vampire Survivors and games like it addicting in the 3 day jam period, which is impressive. This is probably the jam game I spent the most time playing.

The visuals and audio are all stock assets but they work for what they need to do.

The game doesn't really have much to do with the jam theme though. None of the characters are immortal and the concept isn't brought up in the game at all.

Great visuals, sound, and concept.

The amount of combinations is huge and watching Mokou die is slow so I only found a few of the possible endings. It would have been helpful to put hints in the game somewhere, such as have Mokou hinting at something when you get the "dead" ending.

Great story and usage of the theme. The writing was excellent throughout and seeing Marisa change with age while Enoko remained the same helped to establish how much time was passing. 

The visuals were great, making this one of the best-looking games of the jam I've played so far. Both the 2D visual novel sections and the 3D gameplay sections looked stunning and show an impressive amount of work given the short timeframe of the jam.

The gameplay I felt was the weakest part. It was repetitive and frustrating to me. Your hitbox was too large I felt, and it made actually dodging nearly impossible. The strategy for most enemy waves felt like just shooting the ones on one side and hugging the walls to go around the others. The amount of downtime between getting hit and restarting added to the frustration. Worst of all, I encountered a bug where choosing "try again" would go to a white screen and the game froze.  This happened to me three times and contributed to me almost not finishing the game. I only got one ending because I didn't want to play through the game again and risk that freeze.

The sound was good, the stage music was engaging and didn't get tiring despite how long I was hearing it. The remix of Enoko's theme that plays in the cutscenes was also quite nice.

If my Japanese was good enough I'd consider translating it into Japanese but I don't feel like I could do it justice and I'd make a lot of grammar mistakes and bad vocabulary choices.

One of the coolest ideas in the jam, and I'm impressed at how well the network play worked. I didn't have any issues with lag, lost connections, or the other jank that plagued my attempts to play Touhou 19 netplay. 

The gameplay is pretty straightforward; it plays like a stage of the regular Touhou games, except co-op. Having lives shared between the players is a decision I'm not sure about, as if there are skill differences between the players, it could make going for a clear kind of annoying. The difficulty is also pretty low, I was able to get through Standard on my first try. Yumeko feels a lot harder than Shinki, even. There is a lower difficulty as well, and a good idea for an update would be to add a Hard or Lunatic difficulty.

Visually the game is fine, except for one major issue. Certain bullets appear *below* the player sprites. I noticed this in particular with the ellipse-shaped bullets on Yumeko. This can make doing tight dodges with these bullets very difficult. An easy fix is to just make sure all bullets are always rendered on top of player sprites. 

The audio is very good. An energetic dubstep-type song plays throughout the game, which is good for getting you pumped up and keeping you going. I would have liked grazing sounds; the only indication of a graze is a little 20 that pops up by bullets when you graze them.

The story is practically non-existent. Mai and Shinki go through Makai and shoot up a bunch of fairies, then take on Yumeko and Shinki. I think a little intro cutscene (it could play before connecting, and be skipped) would have gone a long way to making me more invested in what's going on. It would also be a chance to improve the visuals of the game, by having more character art, and also incorporating the LGBT themes better.

The LGBT themes are also very light. Mai and Yuki work together as a team, but there's not really anything that hints at their relationship. They could be lovers, friends, or just temporary allies and the game would still work the same way.

Overall, this was a really cool idea that worked surprisingly well, but felt a little rushed. With some polish it would become something I'd want to try playing with other people I know who are into Touhou gameplay.

This is probably my favorite of the jam games. I played the jam version and even with some of the jank had a ton of fun.

The genre is a dungeon-crawling RPG, but there are no levels so the only "grinding" is in getting upgrades to equipment, new abilities, and MP boosts. Overall the gameplay was good, although a lot of skills I didn't have a good use for. 

The concept is hilarious and I love the constant jokes throughout the game. 

The visuals were very good, I loved the pixel art and character portraits. The mouths moving during dialogue were a polished touch I wouldn't expect from a game jam. The enemy sprites were also great. I think my favorite was the Fiery.

The music was great, but it did get kind of repetitive due to how much you hear the battle music. That's a problem I had with a lot of RPGs. I recommend turning the music off when grinding and listening to something else, and turning it back on when you go to make progress.

The writing was very good, and overall had a comedic tone that managed to almost make me laugh (it's very rare for me to laugh at something that's intended to be funny) at points.

The weakest point of the game was the challenge. Most bosses were impossible until I got the upgrades for the floors I was on, then they became trivial. The strategy I settled on for most bosses was to inflict the blind status with Extending Arm, then use the dodge moves to reduce my chance to get hit. If you grind some of the secret enemies (hint: check the fishing spots), you can get equipment that completely destroys the game. This is a point in favor of the game, I totally love RPGs with broken items. It did get a tad bit repetitive to farm upgrade items, though.

The relationship of Hina and Nitori was handled in a way I liked. It also was incorporated into the game mechanics, as they become stronger as their love for each other grows. I kind of wish there was something that showed them being close at the end, but I guess the ending fits with the comedic tone of the game.

Overall, this would definitely be my favorite of the games with a bit more polish. 

A cute but short game that reminded me a lot of Katamari Damacy. 

The gameplay was simple and fun.

The concept was neat, I liked the idea of a small Suika gradually returning to normal size. In a game with longer development time, it would have been fun to see the items you pick up change as you get larger.

The visuals were decent, overall the style I'd describe as "cute."

The audio was great, very good music for a game jam game.

The story and writing were decent, but the writing was marred by some stilted grammar and capitalization and punctuation mistakes.

The LGBT themes were light but present; the relationship between Kasen and Suika could either be interpreted romantically or as them being close friends.

The concept is simple but works for what it needs to do. Tewi leads a team of rabbits against "angry bnuy" enemies. As your squad battles together, they gradually come to realize their feelings for each other, and love blossoms on the battlefield.

The visuals are amazing, I'm impressed with what was achieved in the short game jam. The fully 3D-rendered areas were cool to move around in. I did have some minor difficulties telling units apart based on their appearances. There were also some glitches with the lines drawn when mousing over units or moving.

The audio is a mixed bag. There is not any music in game, which is both a bad and a good thing to me. It makes the war simulation feel more "realistic" at least. The sound effects are great. The little voice lines were cute. 

The game, primarily being a tactics/simulation game, is light on writing and story. 

The controls are intuitive and the gameplay surprisingly straightforward for a tactics game. The enemy AI has a few issues; they tend to move up in your units faces which can make it easy to take them out. A few times they got stuck when moving and it took several seconds for them to "unstick" themselves.

This is one of the more challenging of the jam games. Making it through all three stages without losing a single rabbit is tough without relying on luck (there's a chance they survive with injuries instead of dying), so I was unable to get the ending of the game. However, I don't think the game is unfair or unbalanced.

The LGBT themes are present throughout the game (the yuri system that improves your units), but not reference too much. Since I couldn't see the ending which presumably shows what happens when all your units are all in love, I'll leave it at 3 stars.

This review is based on the original jam version + the changes made to the game so far.

The title screen music is so catchy, I could just sit there and listen to it for several minutes. The in-game music is also very good.

The graphics are fine, the enemy sprites are all recognizable Touhou references, especially notable since I played Mystic Square recently. 

The concept is funny and I like the idea of Sanae being the one to go to Makai this time.

I'm not a huge fan of arena shooters. They often feel repetitive to me and this game ends up that way. It feels like you're just circle strafing the whole time while firing into the enemies. The mini-boss every 10 waves changes things up a bit, at least. It would be cooler if the enemies had a greater variety of attacks that played off of each other.

The weapons are mostly straight upgrades of each other. I ended up using the minigun the most, and using the gohei to take out big enemies once the smaller ones were dealt with.

There seem to be almost no iframes when you get hit. This means that if several bullets hit you at once, you can go from full health to game over before you know what happened.

The game sorely needs a mouse sensitivity slider in the options. I had to mess with  my mouse settings to get it to a level where I felt comfortable; the default sensitivity was much lower than I am used to.

When I tried the story mode, I was able to see the opening cutscene but it never went into game for me. I assume that's related to the "buggy" label it's given in the main menu.

The LGBT themes are present (Sanae is implied to love Reimu in this game) but not really represented in the gameplay past the opening cutscene.

I like the character art in this the most. The music is also very good. However, the game is extremely challenging and the in-game tutorial and game page do not do near enough explaining it. It felt like half the time when I moved units to "pincer" enemies, nothing happened or a unit I wasn't expecting attacked. I barely won, only by repeatedly trying until I got lucky and trying to spam the heal move with the otter spirit. The LGBT themes are also very light in this game. I assume they would become more prominent later in the story.