Hi userKoishi514,
It's possible that your keyboard doesn't support n-key rollover for a sufficiently large n. See this wikipedia article:
https://en.wikipedia.org/wiki/Key_rollover
The game itself can detect all of ZXC at once.
Hi userKoishi514,
It's possible that your keyboard doesn't support n-key rollover for a sufficiently large n. See this wikipedia article:
https://en.wikipedia.org/wiki/Key_rollover
The game itself can detect all of ZXC at once.
Good high-effort jam game! It feels like just enough content for a jam game of this type and it strikes a nice balance between the boss fights and platforming, which in my experience is quite hard to do for a shorter jam (it's a lot of work to do both bosses and stages!). The dash-renewing crystals taking away momentum is a bit rude, but clearly the levels were designed around it and you get used to it. Same with the hitboxes on Alice's sine-wave attack, but the checkpoint is very forgiving and the dialog only playing once shows that the developer anticipated potentially frustrating elements and did a good job mitigating them. I think the Alice fight difficulty is just right, but it would probably have been better if the difficulty was due to something more interesting than the sine-wave wavelength and dash-distance being somewhat of a tight fit. Some of the jumps from high platforms end up being a bit of a leap of faith and this could perhaps have been mitigated by well-placed coin trails to guide the player, but the game is again very forgiving with checkpoints so it's not a major source of frustration and the player can just figure it out be experimenting. End screen:
The Okina art is amazing. There is something inherently funny about Satono and Mai ruining her evil mastermind vibe by kissing behind her back. The gameplay was kind of frustrating but I eventually cleared it. The 2 seconds spell combined with bad RNG on the previous spell can really drain your stamina even if you play well. Still not terrible; the game just takes some risk with the RNG design that maybe could have been avoided or worked out with a bit more polish.
The music is great too. I find Okina's EX theme to be really catchy and the arrange captures that well and fits the mood of the game.
Score: 4432
Learning the secret trick made it much easier to maintain a combo. This is by no means a perfect or even a good run (I keep forgetting that the dive has a CD so I run into the coin), but I basically doubled my score just by using the secret trick to maintain my combo into the 100s until sadly dropping it.
Game is great fun! One of my favorites this jam for sure.
I found the prayers and found them useful. But I deal zero damage to Tewi after spending what I'd consider to be a decent amount of time for a jam game and most of it spent on grinding combat. I never played Runescape, but I managed to mostly figure things out. I don't think you need a tutorial, but a more complete game page on itch.io *might* help.
One thing I never figured out how to do is to get rid of non-consumable items from my inventory. I really wish I could eat those books...
This is super cool, but what are you supposed to do? I leveled up a whole lot but the rabbit boss is still impossible and has all kind of attack types. Like, there is a ton of grinding to do but not much else?
It has a crazy amount of systems for a jam game, though, and the basic gameplay mostly feels good, although the Cirno is too slow to dodge anything so combat is merely a matter of trading hits with most foes which makes it hard to hit above your level and beat any dangerous foes.
3D! And it looks and sounds good.
I loved the reusing of the stages, not just as a jam tactic to make your game last longer, but playing through similar platforming challenges genuinely gives the player a sense of mastery over the game and it's quite satisfying.
That being said, the physics here is definitely a bit a weird. Like, I have no idea how to go fast, but Reisen seems to retain momentum when respawning from falling into a pit, so I used that for the longer jumps. I liked how open the level design is early on. There are things that feel like 'cheating' when you discover them in earlier weeks (like jumping on futons and vases) that I think are required for the later weeks? The puzzle aspect is nice.
Also, 2022 April 18? The concept of the exe crashing and renaming itself is interesting. How did you do it? Any hope of a linux version?
Also, switching to a different workspace permanently blacks out the screen for me (running through WINE on linux Mint). Made for a frustrating moments when I tried to figure out the controls and if there was an actual button for speeding up (I think there isn't, and the physics is just really weird with momentum retention after falling to death) and had to restart the level since I couldn't see anything.
For the record, each level took me about 10 minutes, on almost all weeks. A lot of fiddling around trying to build speed to make some of the jumps. So the game is long, but I think some more solid physics would have made it more fun to play. Not a bad game, though. One of the more interesting games this jam and I still haven't figured out the meaning of her.txt
The presentation is superb, although there is something that feels a bit disturbing about walking into bullets. It'd take some getting used to if the game was longer and more challenging. It feels basically impossible to screw up the puzzles until the final stage, where there are sections of the map where you just can't get out without getting hit. I didn't really try thinking ahead, though, since it was enough to just make sure to not walk into a bullet the next turn.
Probably could have used a limit on the number of moves you can make to force the player to think. Also, very impressive and polished look with what I assume is a limited amount of assets. I have no idea how to do non-sprite animation like this but you absolutely killed it and its a major contributor to how polished the game looks imo.
The art is so good, both in-game and for the intro/outro. I tried so hard, but in the end, it doesn't even matter?
Game could probably have used some sound effects or something to really get the players attention when a pesky witch is not being affected by the existing defenses. It feels a bit slow as well: I often found myself building Shanghai in an emergency only for the witch to already have passed the relevant squares by the time it's done (it probably doesn't help that I tend to want to build Shanghai as far right as possible to make the best us of her melee range, which makes me more prone to picking a square that the witch will have walked past by the time I'm done building). Definitely a bit of a learning curve with many restarts from me.
I also love Doll Judgement and fund myself humming along to the music. Cute game!
Chain weapon upgrades for score. Killing FLESH increases rank which increases the number of enemies spawned and thus the number of items dropped. Bombs refresh the weapon timer, delete bullets and give a bonus for each enemy hit by the explosion.
Marisa and each of her Options can only have 5 bullets on the screen at a time, which limits their rate of fire. Stay on the right side of the screen or pointblank enemies for a massive increase in firepower. Placing an Option inside of anything will obliterate it, allowing you to speedkill even tanky enemies.
This is one of the best Extra stage jam games I've played. It's just amazing. The art is cute, the story is easy to understand (very important when you just have a few lines of dialog to work with), the subject matter will be relevant to most players / devs (idols, popularity).
Of course, the most important part is the gameplay, and the game excels here as well. It seems as if a lot of thought has gone into the patterns: The non-spells often act to establish the mechanics / flavor of the upcoming spell cards. There is good variety in how you dodge things: macro/micro, even high up on the screen sometimes. The difficulty is just right for a jam game for me: it took me around 10 attempts (not counting instant resets where I crash into a bullet on the first spell or something), so it always felt like I was making progress and getting better at dodging the attacks. The game nails the Extra stage flavor where a lot of the attacks aren't that hard to dodge once you've learned the gimmick.
Not only are the attacks well-designed from a dodging point of view, they're also on-point when it comes to the theming. Even without reading the dialog, you can tell what's up when the glowsticks come out, the hearts go in, and the way the survival spell winded down is just excellent storytelling through gameplay.
A few small nitpicks:
Firstly, the score really should reset upon death. This feels like a programming oversight rather than a design choice. It's not a big deal since the scoring system is kind of ill-suited for a boss fight anyway, but anyway. (I guess that's my biggest nitpick.)
Secondly, the way the glowsticks go left before firing their bullets is a bit rude, since it makes it hard to line-up visually before the lanes are out. I guess this might be a reference to how people actually dance with glowsticks(?), but gameplay-wise it feels a bit unintuitive.
Lastly, the two final parts of the final attack could probably be a bit harder. They are far easier than the first two phases, at least for me who hasn't had to opportunity to sit down and practice these spells.
The only reason I'm being nit-picky above is because this is really close to being a 10/10 jam game. I could see this getting #1 or #2 place in pretty much every category. And it's not danmakufu? What did you use to create it? It must have been a lot of work to get the Touhou feeling right.
Thank you for playing! You're spot on with the Blue Revolver comparison: The concept behind this game is literally taking the "Scrap Attack" mission in Blue Revolver: Double Action and turning it into a single-screen arcade shmup.
If you do decide to play more, it'd be awesome if you could post your scores to promote some healthy competition.
Something about the way the hakkero's reset being the most obvious visual cue seemed to really throw me off. It's just so much easier to press 'z' when the hakkero resets back to zero rather than when it is at full power. I'd consider making it flash when you want the player to press, unless you want to be evil.
The menu and loading screen really feels like a Touhou menu. It must have taken some serious work to implement all this in Godot. Is the game going to be open source? I can see the code, but no license. I can think of at least a few people (myself included) who'd find your code useful.
Unfortunately, the game itself feels obviously unfinished, with the one boss having a copy+pasted non-spell attack that just always bend in one direction (and bullets being erased if they go off-screen effectively truncating the pattern if the boss goes to the right).
I loved the design of the ghost maid. Would love to see this finished. A 3-stage shmup is very ambitious for a game jam.
The title screen is beautiful, and the KurantoB art is always charming.
Not sure what to say about the game. I got some basic upgrades going and then left it in the background for like 20 minutes and won by having Akyuu DDoS the Moriya shrine's faith infrastructure by uttering like 60 000 prayers at once.
Game is kind of frustrating: there is always some resource you are short on, and when you get relevant upgrades, something else will become the bottleneck. I'm not sure if it's bad; it's probably exactly the kind of game it's supposed to be. The time it took to setup all the upgrades I cared about to finish in a reasonable time was perfectly reasonable, so it's not like it's a huge attention sink.
Kinda insane, not in an entirely bad way. Difficulty is way up and I had to bomb all but a couple of spell cards. The game gives you a ton of life to compensate, and it's not like its so bullshit you can't do anything, so it kinda works.
I quite liked the stage sections where clearing a big enemy would clean up the screen, it felt like the enemies had just enough health to make it scary, but not actually difficult. Reminds me a bit of PoFV where you are desperately dodging until you can get the next screen clear in.
Even the popcorn fill the screen with bullets, so knowing where things spawn and killing things quickly makes a huge difference during the stage sections.
The game looks nice, with a lot of animations for a jam game. Clearly a pretty ambitious project.
However, I feel like the UI works against the player. There are states where you can see the cards but can't seem to place them? Additionally, the enemies just spawning in immediately at the start of the level means that the player never has a chance to read up on what the different towers do, so I just placed things down ASAP without thinking and that somehow was enough to win (while being just a tad bit slow was enough to lose).
Unlike most TDs I've played, there are only a very limited amount of towers that can be built, so I didn't feel as if there was a lot of room for player agency (assuming the player even knows what they are doing, which I didn't).
The game looks nice, but the fact that I'm winning while having no idea what I'm doing just left me feeling pretty unsatisfied and confused. Just a tad bit of extra polish and communication with the player could probably have solved all these issues.
I was literally just standing still for like the last 15 minutes. I wish the game had a fast-forward button. Any meaningful gameplay was basically over by the end of the first stage; I was worried that the game would just go on forever. Some kind of timer indicating when the next boss will appear or something might have been useful, apart from the obvious balance issues.
Not that the game was super engaging before I reach critical amount of lifeleech: I just walked around in circles, but I at least had upgrades to look forward to. Still pretty solid for a jam game, it felt complete: no gameplay systems felt tacked on or half-baked. Just some numbers that needed tweaking and maybe some enemies that don't just literally walk towards you.
Thanks for playing! The multitasking is definitely meant to be the main source of difficulty, so we imagined that a successful player would find ways to reduce the multitasking requirements: typically by controlling all 3 like you did, or sometimes by leaving 2 to cover some directions while controlling a single Hecatia. We wanted the players to get a taste of how difficulty it'd be to have three bodies, so that they can better appreciate how awesome Hecatia is.
Basically – you got it! Congrats. :D
This is like 3 short stories bundled into one game. All linear, kinetic novel style.
The way it is, it doesn't really feel like the whole is greater than its parts, but they are pretty nice short stories, so it's not a big problem.
Even as someone who is a bit averse towards long VNs, I was able to enjoy this since it doesn't drag on. It also has a lot of art for the word count, and most of it is high quality. The one gameplay segment is meh but inoffensive: Not really needed since the game isn't long enough that the reader will crave variety. It's over quickly so it's fine.
Congrats on finishing the game! Thank you for playing and thanks for your comments. An easier way to heal would definitely have changed the bomb economics, and would probably have been needed if the game was longer.
Unfortunately, we cannot refund your 15 minutes, but at least you got to see the outstanding ending screen.
This is great. I haven't been playing many shmups since rabbit & steel came out (and I haven't played TH6 in years), so it was so fun to get back at it. Nice references to spell cards and some fun new twists too. Normal mode is pretty easy (but good and fun!), but I think that's appropriate for fan games, and there is always Hard and Lunatic.
Laevatein killing you if you try to circle above Flandre is kinda lol when going in blind, but I can respect it. Everything else was very intuitive to dodge.