Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

create2019

267
Posts
33
Followers
59
Following
A member registered Aug 25, 2020 · View creator page →

Creator of

Recent community posts

Love Medicine. Really happy that you made a game with her. I don't think the game is very good, but it mostly works. I fell out of bounds and that's what eventually made me give up.

I was playing the game referenced in this game just earlier. Here is not the place to be reviewing that, though...

Your games are often very out-of-the-box, yet they always seem to hit. It's been a long time since I played Cave Story; it never hit me quite the same way it hit some people, but I still enjoyed it.

My earliest "game deving' was creating custom levels in Age of Empires. Not much programming involved, but you could setup conditions such as 'unit has entered an area' to trigger event, which is not that different from what I do for hit detection in all my Godot games. Modern game deving really is quite accessible.

I'm really impressed you were able to make this in 3 days. Absolutely incredible. But also, why?

I really loved Udongein X, it's one of my favorite fan games ever and it inspired me to finally play the Mega Man X games. So far, this seems like an upgrade in almost every way and I'm very excited for it.

My only concern is the double-tap to dash feature. Will it be possible to turn it off in the full game?

Good luck with the rest of the development!

Thanks for playing! I'm glad you liked it. Your games always have really interesting mechanics too; I've been a fan of yours for like 4 years.

I'll see if I can fix the resolution issues; I've never learned how to make my games have flexible resolution but I bet it's not that hard?

The intro is so good. The game is nice, but I wish the physics was more physics-y. Objects seem to randomly disappear and Aya sometimes just clip through things when using her spellcard. Still a nice game; the intro alone is worth it.

Gottem! The game looks really nice and is worth playing for the art alone.

Not depicted on screen: Okuu using her Subterranean Sun to mess with the players horizontal movement.

Game is good, but I wish it had actual balanced patterns instead of just giving the player 15+ lives. Messing with the players horizontal movement is just evil,especially during the last two patterns, although maybe it actually helps doing the tight circle on the final pattern. MAYBE.

Good but understandably short, given how high quality the content that's there is. It felt a bit cryptic for a minute or so, but it became pretty obvious what to do given the interface.

Blood pool hell, home.

It looks cute, the idea is cute, but the game itself is a bit lacking. I wish I knew where my hitbox was. I wish the patterns were more varied and easier when they stack up.

I like this concept. I wish there was an indicator of where Momoyo will appear to make it less volatile, and perhaps something else to spice up the game a bit, as it can be rather easy if you play carefully. The art is really cute, too.

The SECONDS OF FUN did not disappoint. Working as advertised.

The title screen Mystia is so cute that I'm worried for my health. Does the artist post their art somewhere?

On the gameplay side, I would advice against having acceleration/inertia in bullet hells. It works OK here because the patterns are easy.

A bit too easy and short. The upgrades are interesting and have nice synergies, and then it just ended as I was getting the ball rolling.

It's a bird... it's a quadcopter... it's a Superman 64 clone?

I went in expecting a meme game, but it's surprisingly good! On a scale between Superman 64 and Pilotwing 64, it's closer to Pilotwing 64. Thanks for making this!

I really liked it. The first card is probably the most difficult, so don't get discouraged.

Also, the bottom of the screen doesn't kill you, and you can stand on it for some pretty easy dodging without having to worry about vertical movement. I didn't want to use it since it seemed like cheating, but it might help you on some cards.

Paperboy Touhou fan game? Yes please! 3D too? Sure!

I wish the game was a bit better, but it's a nice concept.

It was nice to read the interviews.

Never played Flappy Bird before. It's pretty hard! High score: 17.

I wish the hitbox was more forgiving.

I'm pretty hard to please when it comes to writing-based games, but I was pleased. It looks great, too.

I am glad this exists. Pretty much perfect execution, too.

I cannot beat Aeon.

Art is crude but in a charming way, and underneath the crude art is one of the best games of the jam.

Well done!

This is so good. I didn't think it'd work as well as it does, so I'm impressed. Probably my favorite game of the jam.

I couldn't beat Yuyuko. She just kept eating my towers!

Extremely cute. If this had the full week and it was just as good as day 1, this woud be a serious contender for the best VN to ever come out of these jams.

Nice game. Pretty impressive that you managed to include 5 different main characters, but I suspect the game might have turned out better if you focused on the ones with more interesting abilities. I really dig what you did with Hatate, for example. In general, I feel like cycling through a number of abilities/characters greater than 3 or so tends to break my flow.

I like that you let the player get creative with how to solve the levels, even though there is a clearly intended solution.

Art is really cute. As for the concept and gameplay, even after I figured out I was looking for Mamizou, it felt like I just eventually had to resort to clicking around randomly. Maybe her leaf was covered by another bird sprite?

Controls

  • WASD/arrow keys: Move
  • Mouse: Look around / move target
  • Mouse button: Spawn Wisp at target (costs gauge)
  • Space: Bomb. Make all wisps large and long-lived.

Please read the itch.io page for a more detailed description.

I'm looking forward to it! If it's as good as the beta, this could be the best Touhou FPS of all time.

(1 edit)

With the latest update (0.7.1), Classic mode is everything I wished this game was when you first released it. Thanks for making this awesome game! 

However, the leaderboards don't display for me (update: or save for ,e):

ERROR: You are not authorized to call the SilentWolf API - check your API key configuration or contact us: https://silentwolf.com/contact

ERROR: SilentWolf save score failure: <null>

[...]

ERROR: SilentWolf get scores failure: <null>

Linux version.

Golf is scary

It's a fun game, but all my games just randomly end. Best score so far.

I'm yet unable to clear the 3rd boss, but I think I'll keep trying. It's a fun game, one of my favorites this jam, and it wouldn't be as dear to me if it wasn't this challenging.

The slowdown generally makes the 3rd loop more playable. In particular, I think the middle room in the 2nd set of rooms during loop 3 would have been very difficult without it. (It's still a bit volatile, but the player can simply dip in and out of the room until they get a good pattern.)
However, the slowdown during the 3rd boss is excessive enough to interfere with my enjoyment. Especially during the 3rd spell, the game runs so slowly that it is hard for me to judge how early I have to move to have time to move out of the way of the bullets. I have never cleared that spell, but it's partly due to me losing too many lives on the 2nd boss to get into the final boss with enough lives: on a good run, it should definitely be doable, so I don't think the game should be made easier. It'd just be nice if the difficulty wasn't in part due to the slowdown. (Obviously, large parts of the game would have to be rebalanced if it ran at full speed, so you may be stuck in a local minimum here.)

Also, it would be good if the game killed you after the time bonus reaches zero. The way I understand it, the scoring system is meant to reward you for being fast, since the score you lose every time unit generally is greater than what you could gain from just killing enemies. However, since the score loss due to being slow is capped, you could theoretically ignore it and farm enemies indefinitely for infinite score (and lives?).

I've talked a lot about what I don't like, but it's because the game is so good that I can list its flaws in just a short comment. Please keep up the good work!

This is fun! I was waiting to play this until after the scoring update, but I couldn't really wait any longer, could I?

I love the idea of taking the VS game characters and giving them more fleshed out spell cards. More like this, please! You did a good job of capturing the feeling of Enoko's attacks, and you've generally got a good sense for balance and playability. Apart from the Ice Fang spell, there is nothing too spicy. The final spell is really fun.

Perhaps the game is a bit too accessible for my taste. It's hard to please everyone with just one difficulty level, but the game is short enough and has enough bombs for everyone to make it to the end almost no matter their performance, so I think you could have upped the difficulty slightly. Or even better: make the game longer, but I understand the limitations of a 3-day jam.

Since there are no special mechanics this time around, is it even possible to get two stars? Bombing gets you down to one star, same as just failing the spell by getting hit.

I love how polished the game looks. Some of it simply due to Danmokou being awesome, some of it due to you all being awesome.

Enoko <3

Victory!

Any chance of a Linux version? For some reason, Godot 4 games seem to really don't work with WINE for me.

I feel like the spirits got in the way more often than not, but it's easy enough to banish them so I don't mind.

Not as hard as I expected, but I'm sure not getting that <15 deaths ending any time soon.