Yeah the map transitions and enemy spawnings are pretty rough, I concur ^^ Thanks for playing our game !
Enalye
Creator of
Recent community posts
The intended route was having iframes, but its implementation was forgotten during the jam (The uploaded postjam build does have iframes). I agree that foes are a bit too much on the aggressive side. I think at least a little spawn animation/delay would make the game smoother. Thank your for playing and your feedback !
Finally got to play the game (on the web version since the linux one still do not play any audio).
First, the art is reaally cute, and it’s a really good game overall. Balancing this kind of game must be really hard, although the fire is quite frustrating.
Once you have more than 5 tiles on fire, you have already lost ’cause the fire spread too quickly.
Maybe the fire could progress by one tile per turn ? Or just preventing the player from smithing without at least one fire tile being used ?
Otherwise, love this game !
I don’t know if I did anything wrong but the game does not seem to work correctly on my hand, be it the Linux version or the Web version (+ the linux version does not play any music nor sound).
After starting the game, I only got the following screen:

I may be dumb idk, in that case sorry in advance.
I somehow forgot to add any iframes in the rush of development. And it only took like 5 minutes to add, it will be added to a postjam version.
The initial idea was that threads were becoming alive tsukumogami-like and were making clothes/hats move around, that’s why Sukuna is able to control her needle remotely. (A bit similar to DDC story-wise).
Thanks you for playing !
We found the source of the bug caused by yukari’s gaps, same with the damage bug. We will publish a postjam version with with the bugs fixed.
There is no health drops, although it’s a good idea. But at least, you only restart the current level when you die, so it’s not too punishing (without the bugs at least).
Thanks you for playing !
If she touch you while moving toward your last known position, she can still spook you even with your lantern off (the lantern will be toggled on for the animation). I quite like the idea of you being the chaser. And a more fleshed-out experience even with a really simple objective would have been a lot better.
It was either kyouko (as she’s echo-based), or one of the other sound-based youkai (luna child ?). Yeah, had I started earlier with that idea (and been more motivated), then making a fetch-based objective would have been a logical choice. I started with this idea of an echo system, but didn’t know where to go with it until much later when I started making the horror mechanic.
I still hear the echoes of our level designer laughing frantically while citing Getting Over It when he implemented that level. He even asked me to raise the map size limit of our map editor to 200.. brrr
We already did some updates, Idk if we’ll add content but for now, we are patching the game’s biggest issues (like objectives, key mapping being unclear, being lost in the level, softlock caused by an unslidable spot on one particular map, etc). The retry system is next in that list. And I want to redesign Suika’s fight.
I agree, the truth is the ennemies are using the explosion sprite as projectile, we didn’t have time to make dedicated bullets. That really hurts the game’s clarity. And yeah, a retry system for each stages was also planned, without it, the game seems too difficult (and also suika which gives the player no break).













