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Dogtopius

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A member registered Feb 28, 2020 · View creator page →

Creator of

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Thanks for playing, I'm glad you enjoyed! You're right, when you get more ingredients, you have to hold down on the bowl for longer to add them all in.

I had a few tries and managed to get halfway through stage 2 because I keep getting shot in the back by enemies. It seems like the bullets move quite quickly in that stage. I think bullet visibility could be improved a bit, once you get some options the player bullets mix in with the enemy bullets, and in stage 1 the small orange bullets didn't stand out from the BG much for me. And I like the idea of dying when you crash into terrain, but I'm not used to it at all, so I keep trying to dodge and then accidentally moving straight down into the ground. But I have enjoyed this island.

Thanks for playing! It seems there might be more of a crossover of magical girl game fans and cooking game fans than I thought. I actually didn't expect that the pace would be harder in the beginning, but I guess the first and second levels could gradually decrease the delay between customers to slowly build the pace up. I'm glad you enjoyed the battles too!

I really like the style of the graphics and music in this game, but I did find the boss quite hard compared to the platforming section. It took me a while to work out how to beat the 2nd phase, but when I realised there's a 3rd phase even the 2nd one seemed not too difficult. I basically ended up hopping from the middle platform to the one to the left to get a few quick shots in before the boss fully raised its hand to attack. Not sure if this was the intended strategy but it worked in the end XP

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Oh, thanks for letting me know about that! It's an easy fix, I'll update the game tomorrow. I was working on a small update anyway to make some of the higher difficulties a bit fairer in places.

Thanks for playing and congrats on 1cc and extra clear! The stage sections were actually completely redone for the remake since the original game didn't have as much enemy variety, and originally each boss only had one phase. I'm planning on using what I've made for this remake for new versions of Tengoku 2 and 3 as well, mostly just to continue adding 3D visuals to the backgrounds since the other games in the series already have enough variety and content to begin with.

What problems did you experience above 60fps? Were things moving too fast or something?

Thanks for playing! Basically this game is a part of a series of other bullet hell games I've made. I didn't know whether I wanted to include bullet hell in this game at first, but I'm trying to do new things with bullet hell and I thought it might be interesting to blend the genres. I tried to make the bullet hell sections not too difficult. I'm glad you enjoyed it!

Thanks for playing! To be honest, I wasn't really sure what the difficulty of the game would be like to other people, but I'll probably adjust it a bit after the jam with everyone's feedback. Hmm, not sure what workaround I could use for people with multiple monitors...

I really liked the interpretation of greyscale stage and the story dialogue was very well written. I like the variety of lines when you get killed too. I didn't have any problems memorising the numbers but by the last two stages it was getting quite hard to find the input terminal and the place to exit. Still, I enjoyed this game!

I really liked the idea of typing spells, but I think the game would benefit from one or two more spell texts, since I was often typing the same spell in a row just with different punctuation marks at the end. Also, the font made it difficult to distinguish lower-case w and capital W.

I don't know if the enemies attack more if you mistype, since I was often mixing up w and W, but it seemed like they attacked too fast and I could only just type fast enough to drain their health first.  Maybe a game speed slider would be good so the player can adjust the difficulty to their typing speed.

I managed to win against two of the three opponents. I thought I might get a bad ending or a game over, but that didn't seem to change anything in the story. I like the character portraits and expressions, but a lot of the dialogue just seems to be "....". It would be nice to have some conversation with the opponent characters before and after the fight.

I like the low poly art style and there was quite a bit of visual polish, but the game started to feel repetitive fast. I think it would be better if there were more enemies and if the enemies did more than just come towards you. Also I don't really know why sometimes the magic circle would fill up quickly and sometimes it would take a long time. I think I was supposed to be standing inside it while fighting?

The other thing I noticed is that the game seemed to freeze a frame every time I hit an enemy. Maybe this was some sort of hitstop effect, but it made the whole thing feel quite laggy.

Cool, I think I might start playing other games on hard mode soon. Good luck!

Thanks, I'm glad you like the changes! By the way, you can select the difficulty with left and right arrow keys on the difficulty screen, I'll update the UI to make it clearer.

Thank you, I hope you like it!

Thanks, I'm happy you enjoyed the combination! I might actually be one of the first people to do this...

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Hello, thanks for your detailed review!

I could make it so that you hold down the right mouse and it automatically fires the secondary attack as soon as the cooldown is over. I think the experience is pretty similar on controller since you have to press down the left joystick each time.

The difficulty was one of the things I was unsure about since it becomes harder or easier depending on the level of characters, how many you keep alive, etc, so I can see how it would either be quite easy or very difficult.

I was considering something like screenshake on hit but I was concerned that it would make things a bit disorientating with dodging the bullets after. Arrows to fallen comrades also sounds like a good visual aid.

For the UI, it was more of a stylistic choice to make a parody of Japanese game UI with lots of different elements throughout the screen, but I'll definitely adjust the war room a bit to make it less confusing which mission you have selected.

I hope you enjoy the rest of the game! I'll try to fix the crash for now, and if you do leave any other feedback, I'll put out a v1.1 with some more improvements.

(edit: I put up a new build which hopefully fixes what I think might be causing the crash, and I did make a quick fix to the war room selection too)

I couldn't leave a rating so I thought I would at least leave a comment. I really liked the variety in the locations of each level, and the cutscenes and music work well to make the story more immersive. The scenes near the end of the game and after the credits were pretty cool. I played through on normal and got through the levels fairly easily, except the motorbike section which was fun but did take me quite a few goes to get the timing right. Overall a very fun experience!

Thanks for trying out the other games and your comments! A lot has definitely evolved since the first game.

The use of the train makes the gameplay very unique; dodging the incoming obstacles adds something other than bosses to the game. I missed being able to jump, but at least Desdemona was there to make up for it.

There are so many subtle details to unpack in the graphics of this game, and the puzzles were just the right difficulty. Now I wonder if you had an idea for a story like this for a while, or if the 86 themes made the game turn darker...

Thanks a lot for reading!

I would like to sincerely thank you for playing a game about maids.

Thanks for playing! Originally the plan was to have all maids cap at LVL3, but upon disabling the level cap I realised the game was a lot more fun, and it all kind of went from there. Completely destroying enemies with all your LVL10+ maids is my favourite part of this game, but I suppose it can be made even better with some more balancing. By the way, the "Mother of All Omurice" was made to be gamebreaking on purpose just for the fun of it XD

I agree that the omurice needs some balancing, especially the omurice II item. I think a combination of adding some sort of weighting to the item drops will help to mitigate this issue, and I am also planning on adding more items post jam making the omurice drops less common either way. Anyway, glad you found the game fun!

Thanks for playing, glad you enjoyed the mechanics! As for godot, the only major problem I've encountered so far is that there's still a few input issues on the web builds, the most recent one I discovered is that the left and right triggers aren't detected on gamepad. I don't know about performance on other computers, but fps wise it does seem pretty close to the windows version on my setup.

I really enjoyed the combat mechanics and I was really happy to see you'd made the music yourself. It was also great that you managed to make a really nice boss fight too.

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I can tell there has been a lot of thought put into the battle system. While it is complex at the beginning I was quickly able to understand how it worked and found it enjoyable.

At first I felt like this game was going to be really hard, but a few encounters later and I was tearing through enemies in just two moves. I didn't even try to go to the chest rooms, and I went through several special encounters and they felt like the same difficulty as normal enemies. I was especially flummoxed when I beat the boss in 2 attacks XD

This game is insanely polished, it felt like playing a finished game. There's so many small things like slowing down fall speed when you aim in the air that make it way better to play for the player. And the art is amazing. 

Out of interest I tried my xbox one controller and was surprised that this game actually does support controller, which is how I played through the game. It would be great if you listed those controls on the itch page too, so more people can play it this way.

I really like the theme interpretation as the player is doing the purging and not the enemy. The camera work was confusing at first but there were some pretty interesting angles. However, I found the game to be too easy, especially the boss at the end.

I'm glad you enjoyed it, personally I feel like this game needs a remake at some point as it was only made for a one month game jam and it was also my very first attempt at making a bullet hell game.

Thanks for playing! Unfortunately as I do not own a mac I would be unable to test the build, but if you'd like to help with that then maybe I could do something.

Do you like maid cafes, danmaku, or both?

Thanks a lot for playing! Happy to hear you liked the aesthetics and music.

I think this is the best scratch bullet hell game I have seen. I was very impressed by the stage backgrounds and the music reminds me of Lenen. As for feedback I think the deathbomb time is very generous and could probably be halved, and I noticed some of the dialogue especially in stage 3 prints the same letter twice in a row. Looking forward to the full version!

Thank you! Hope you enjoyed the game if you ended up checking it out. I did want to add more puzzles but it took way longer than I expected to create all of the nice artwork and it was a jam submission so not much time to finish it.

Reminds me a bit of Space Harrier. I like the chain mechanic and all of the juicy visual effects and sound effects.

The dash attack is great

Thanks for playing. The tutorial definitely needs some massive improvement, I basically just made something that was "good enough" for a jam standard.

Thanks for playing. The story is kinda linked to a previous game I made, so it makes sense if you didn't understand it all. One thing that might be added to the game is some more cutscenes to better link each stage together.

Thanks for playing. Unfortunately I have moved onto other projects since then, but I'm planning to try making a metroidvania again one day!