I hadn't played Doom before, so I think this is a good introduction to the series. Even though the game is basically a bundle of memes wrapped in pure rage, the level design and difficulty were very well done. On the downside, I could barely see anything in the Yuri Forest, and a Tewi sent me flying, leaving me stuck at one point.
Diegobnready
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Sorry now I read what I wrote and I didn't described the problem properly. When I reached the end of the dialogues in every scene threw Z or clicks, the scene remained there, without advancing to the next scene, only pressing C changed the scene for the next one, for example when Tewi starts to remember, all the screen goes orange/white and I think it was supposed to change to the pool game scene next, but without pressing C this didn't happen and the orange background just stayed there.
The other thing I mentioned is about the boulder/rock that Marisa throws at the intro, when she shoots it, the boulder sprite starts to move left slowly and keeps doing this in the next scene where the shrine is shown destroyed by that same boulder, so 2 boulder are seen on screen on that very moment.
I really enjoyed it. The adaptation of the pool rules was a lot of fun. The spell cards were ridiculously entertaining, and even though they could wipe out almost the entire table, the strategy came from deciding when to use them and when to avoid filling up your opponent's meter.
My only small criticism is that the dialogue would stay on screen until I pressed C. That might be intentional, but it interrupted the flow a bit. Oh, and the boulder on the intro stays in the next scenes moving slowly to the left instead disappearing.
I really love the concept.
The main issue is the gameplay. As other people have mentioned, since the game revolves around a fairly complex character control mechanic, it's important for the player to understand what they're doing and how they're doing it. Unfortunately, that isn't very clear at the moment.
As for the art and music, they're excellent. Everything feels polished: the animations are smooth, the aesthetic is cohesive and elegant, and I especially enjoyed the animated scenes that play while you're dancing. The only visual element that felt a bit out of place to me was the lasers. I understand they're meant to beak your combo if you touch them while matching the color of the character, but I think there could be a more thematic alternative. Since the game is inspired by Touhou, perhaps bullets flying across the stage that you have to dodge while dancing, or some kind of silhouette that erases footprints and that can be pushed away by the player, would feel more dynamic and fit the theme better.
Going back to the gameplay, I encountered the same softlock twice where the mouse inputs stopped moving the characters. I also found the pivot points difficult to understand, which made controlling the dancers even more confusing.
Overall, I think that if these mechanics and the controls are polished, this could become a truly unique and creative gem with very few comparable games.
Great job overall. The mechanics are original, and after all, nothing ventured, nothing gained!
I really loved the concept. It combines strategy with real-time action, and that's always a very dynamic mix in my opinion.
The art is simple, cohesive, and eye-catching. It communicates the game's ideas very well through its minimalist style, which I really liked. My only minor criticism is that the race backgrounds feel a bit weaker compared to the rest of the visuals.
The music is fantastic and fits the high-speed racing atmosphere perfectly.
The story does its job well. The romantic ending feels a little rushed, but that's completely understandable for a game made within a limited amount of time.
As for the areas that could be improved, I think the balance is a bit too forgiving toward the player. Having three days to prepare, powerful abilities during the races, and very generous resources makes the experience feel quite easy. The real-time abilities are a fantastic mechanic, but because the overall gameplay is so forgiving, they end up feeling overwhelmingly powerful rather than like strategic tools.
On top of that, the three-day preparation phase lets you improve both your abilities and the race conditions in your favor, making the management aspect feel less meaningful. Since I never really struggled with money or influence, I came away feeling that the player has too many advantages.
I think reducing the number of preparation days, lowering the amount of money and influence earned, or adding stricter cooldowns and limitations to the race abilities would create a more engaging balance.
I also think adding obstacles during the races would make the abilities even more interesting. For example, you could use the shooting ability to destroy obstacles, forcing the player to decide whether to save it for the track or use it offensively against another horse with the cooldown in mind. Likewise, using the speed boost too close to an obstacle could leave the player with less time to react, creating more meaningful risk-versus-reward decisions.
Overall, I had a great time with it. It was a really enjoyable game—great job!
Hey there! It’s me again.
Pinky Cat, you saved the day once more. Yesterday I ran into an issue uploading the new web version because the file size suddenly became too large, which hadn’t happened before.
After some investigation, I found that some UI nodes in the main menu had unintentionally accumulated a lot of embedded data, likely from copied resources. That caused the scene size to grow significantly. The UI elements you pointed out disappearing in Web version were probably affected because the browser had trouble loading them due to their abnormal size.
Everything still works correctly now, but I’ll be cleaning up those nodes to remove the unnecessary data and reduce the size.
Thanks again!
Congratulations on completing the game! It's a pretty challenging one—after all, it's heavily inspired by Touhou—and it looks like you managed to figure out the patterns.
I'm really glad to hear you didn't run into any further problems with the downloadable version.
As for the web version, weird browser-specific bugs are one of the main reasons I usually recommend the downloadable release. Both versions share the same game logic, so it's difficult for me to tell exactly what happened in your case, especially since I haven't been able to reproduce it myself.
That said, I do plan to release a small update focused on improving the browser experience, particularly by optimizing some particle effects and reducing lag.
Thanks again for taking the time to play the game and share your feedback. It really means a lot to me.
Good news — I found the bug!
The light’s shape radius was actually persisting between runs, so when the enemy appeared the game said: “oh, the light radius is already small enough, time to deactivate the light.”
This also meant that every time you lost while the radius was reduced, the next run started with an even smaller light radius — giving you a smaller area of effect without realizing it.
Thank you for spotting this! Your feedback helped uncover a pretty sneaky bug.
I will release a patch update with this and the other bug solved.
Uhm, the aspect ratio shouldn’t affect anything in this case.
This enemy drains your light’s strength over time when your light is on top of it. If you stay there for too long, you eventually lose all your light and the ability to illuminate obstacles. Your light does recover naturally as long as it’s not touching the enemy. So you need to avoid it with the cursor so you don’t get drained.
Here’s a video from when I first implemented it:
https://youtu.be/yVcf4rfvj_U?si=pX8CulLiV-Rl7s1q
If it turns out the enemy is draining all your light just for being on screen — without you touching it — please let me know and I’ll take a look!
My little game Evolving is now aviable and ready to play, I would really appreaciate if you can play It. It's completly free.
Evolving It's a platform game where you need to fight against foes to gain points to evolve, in this game everyone can lose bodyparts, so have fun finding enemies's weak spots and keeping your own bodyparts.
https://diegobnready.itch.io/evolving

Hello I'm trying people play my new game, It is currently on development but It has 2 levels already.
The game is a 2D platformer where everyone can loose bodyparts, enemies have weak points and you can evolve to improve your skills.
https://diegobnready.itch.io/evolving
If you like the game , have some issue or a want to leave a review please comment in the link above.



