Well I can't resist a polished match-3 game, 66400 is the best I can score in marathon it seems.
Good audio production and visuals, nothing makes me more terrified than when the soundtrack changes to the more hectic version!
In a brief retelling of the strange happenings that occurred after the July 25th 2019 Team Fortress 2 update, play as Scout as he fights off the spirit of Ricardo embodying his friend Soldier whose trying desperately to sell him dirty hats at dirt cheap prices!
This is a bullet-hell shooter featuring the theme of Team Fortress 2 that's heavily inspired by the Touhou Project shooter games. The game was originally made in for the 72hr Content Jam hosted by TF2 Maps and later polished for an Itch.io release
Download the game here!
The DARK SOULS 2 of Touhou fan games comes out with yet another game that I'm not even allowed the chance of passing using cheat engine
The mere existence of the blob that jumps when you jump warrants a 5/5 in the challenge category
Having a game defined entirely by enemies that react to your mistakes is the same feeling as playing Dark Souls 3 and having an enemy punish you for roll spamming multiple times in a row until you die jesus christ thank god it was so short
Truly the Dark Souls entry in this Touhou Game jam, and boy that bonfire sure is placed awfully far from that boss room huh?
You've got a real cool premise going having a "what if" situation with a sekrit cut character.
There's a lot of neat visual feedback and particles at play which is really appreciated, but it only makes wanting for some nice sound effects to go with it :(
What personally hurt me in the gameplay department was that despite how slick and tight the platforming was, attacking isn't very fun, just firing a short-medium range weapon that moves at slow speeds and takes a while to recharge doesn't do much in the "player empowerment" department. Whether or not it was intentional it made the act of fighting Marisa feel like fighting the Stray Demon with your broken sword in Dark Souls
Overall bretty gud, rocking that identity theme where others don't!
Aheh "team leader" here, save for me, it was everyone's first or second jam experience. Of course the biggest challenge is always coordination and management of time, everyone was able to grasp the scope of creating individual minigames (multiple programmers) but no one really predicted the scope of making all the minigames flow together at the end of development so it was all masking-taped together last second.
It was both to our credit and our detriment and that I handled as many hats as an artist/programmer/sound guy etc since I have a lot of experience putting things together. Despite being able to deliver a higher level of content and detail than if I wasn't involved in more roles, we probably invested too much confidence in me delivering the final product so I crumbled under the weight of everything I was handling at once, a lesson I'll have to personally beat into my head one day.
The jam was a big learning experience for all of us and despite not delivering the best play experience, everyone got a lot of development experience out of it!
We'll try and wrap up our jam plans in a final post jam build V1, but no plans on improving the story besides minor edits to dialogue and flow
Many thanks for playing and commenting!
Hey, pretty tight platformer! I'd like to give the programmers the benefit of the doubt that the blue field around the level was meant to be a big collision zone that just didn't work because jumping out there let me skip parts of the level sometimes. Being able to straight up jump past the exit door and fall down into the pit irked me a bit
Audio balance could use a bit of work just because the music was a bit quiet and the firing sound started becoming tedious in the boss battle.
Art and animations check out as well, couldn't tell if there was supposed to be some text at the end, saw something for a sec and it blipped away.
There's a pretty nasty safezone in the boss battle though, its sorta on the platforms near the entrance.
Damn who knew missing your shots would be this hard?
Real talk I get the feeling that early Yuyuko is easy to get by if you stand at the very bottom or very top, just a little gameplay note.
For what it is, it's pretty fun! Bullet patterns had me on my toes, especially at the end there, and the final slowdown was euphoric af
Could do with more sounds and a visible hitbox, but hey, there's always more to add in game jam games
Audio is definitely the game's highlight and it was pretty silly experience overall! The game controlled quite well and having the player's sprite tilt when you moved is a good detail
Funnily enough, my jam team was arguing about whether or not characters could get tired from flying everywhere and I guess your story cements it in the fanon lore!
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!
This game taught me how cool PDFs could be, I didn't even know you could do all that, not to mention how stylized it was!
A few parts of the game felt a bit cryptic though, the one that had me most stumped was the secret item puzzle. The map in the pdf didn't help too much since the place it pointed to was a bit off. I do appreciate that the Yukkuri curse was just a big red herring!
Put in a bit more time and polish and this can make for a cool puzzle adventure game!