I didn't consider that it might come off that way, oops!
Glad to hear you still enjoyed it otherwise 👍👍👍
Even if the controls are difficult and there's a bit lacking in the visual clarity and audio design departments, once I got the hang of the mechanics I was grooving.
I think the one move I didn't really make much use of was the teleport, because the button was awkward to press and it felt very risky to use. But, I loved the gun-kicking and gun-exploding and it felt great to rack up big damage on an enemy with repeated shots, kicks, and gunsplosions to the face, or handling big groups of enemies by kicking their bullets all over the place.
I actually expected the bosses to be a bit harder, but I'm not complaining. Enjoyed the couple good cinematic bits with them and the last boss's big final patterns, even if the dialog that probably would've really tied it all together was missing.
I adore Panel De Pon, but this didn't click with me in nearly the same way. The new garbage blocks blend in with the other blocks visually and mechanically, really mess with the control you have over your board in an inconsistent and confusing way, and are extremely difficult to intentionally make chains out of for the kind of back-and-forth volleys of big attacks that I like to see. The other new mechanics didn't do much for me, either.
That's just me being a purist and wanting more of the original experience, though. It's fine to do your own thing rather than making a direct copy, and it's an otherwise generally solid game.
Besides that, there's just that the designs and colors on the blocks are a bit too noisy and hard to parse when quickly surveying the whole board at a brief glance, and the sound effects could've done a bit more to convey what was going on, I suppose?
Fun writing with a very cute premise!
There are lots of creative and unique bullet patterns, but I gave up on actually dodging any of them pretty much immediately. To that end, I think making the swords charge much, much faster (especially the bullet-clearing one) might've helped it work more as a game?
If you're leaning more into the visual spectacle than the difficulty then you may as well make the player over-the-top powerful as well, otherwise the players who care about not getting hit will feel powerless and frustrated even with infinite lives
The combo of enemies that force you to keep an extremely far distance to not get instakilled and their hitboxes becoming only a couple pixels on the screen when you do makes this very inaccessible to someone like me who has never played this sort of game before, but it's fun when you can get into a groove
The spritework is undeniably gorgeous, some genuine top-notch pixel art especially for a jam game, and the chiptunes were very nice. A very ambitious entry with lots of skill on display, even if it didn't get finished.
I gotta dock a few points for gameplay though; it's generally solid, but I had to restart multiple times after dying due to being unable to move backwards or turn around in the air, bumping into enemies as I was trying to attack them (especially the aerial ones), or getting leap-of-faith'd by the camera. Nue is also hard to aim and kinda useless :(
I fully agree about the difficulty curve. Had to cut half the areas I wanted to do, and didn't have time to finish the real challenging level(s) in area 3, all because I spent that time building all the levels as areas you could walk around in when I could've just had a simple level select menu :( Sacrifices made in the name of The Vibes...
Kaguya and Mokou will get back together after a dramatic trading of blows and an emotional argument about what it means to live forever
Of the stuff I've worked on, this style of slash-n-dash action RPG combat might be my favorite, so I'll definitely return to it again with a full commercial-size project someday. I'll probably do more with the first-person dungeon crawl side of things someday too, though with an entirely separate project, haha
So, it took me a bit to recognize your username, but, funny coincidence; I have in the past definitely considered hiring you for a future project at some point. This game was sort of like a practice round for that project, but I'm not sure if I'll ever end up with the budget to like, hire people, in general. I do respect what I've seen of your writing abilities quite a bit though, so the idea is appealing
I'm a big fan of the aesthetic, and level design was quite solid. Combat felt rather awkward though, no feeling of impact to the hits and the lack of telegraphs from the enemies meant it was really easy to get hit point-blank without warning (or worse, killed from behind by an enemy that just respawned mid-fight). My ultimate strategy for beating the boss was to just stand on her head, spamming the attack button.
I know that the lack of music was intentional, but I can't help but feel like some BGM would improve things. The ambient sounds were so low that I couldn't even hear them unless I turned my sound way up, so I spent most of the game in silence.
But like, setting all of that side! This is undeniably very, very impressive for one month's work. Great job, and I'll be sure to check it out again if it gets updated some more
If I could give this more than 5 stars in the visuals category, I definitely would. I just adore this papercraft aesthetic, and I've always loved the atmosphere of museums.
Gameplay-wise, I got stuck at Aya's bit. I've showed her photos of anything that might be relevant, but she's not having any of it. Well, I'll definitely return to play the full version of this if/when it gets finished
Thanks a bunch for playing and enjoying!
Both of those bugs have been squashed for the update I'll be releasing very soon.
This was my first time messing with GameMaker 3D beyond the prototyping stage of a game, so yeah, the world geometry is rather chunky and flat as a result of me still figuring things out.
You can dodge-cancel, though; every attack except for a couple heavies (which are already getting their own dodge-cancels in the next version) can be canceled as early as halfway into their animations. I've already made several action games where you could instantly cancel out of every frame of every attack, so I wanted to try something a little different this time.
So, if you want to dodge more, use light attacks. If you want to stagger enemies more often and do a bit more damage (once you've learned their attack patterns well enough to be able to handle the extra commitment), use heavy attacks. I thought it was fairly standard action game stuff, but with how many people have spoken out about this, I guess I got it wrong. Learning experience for next time, I guess.
Very cute and gay, fun dialog and I love the sprites and art. Some great battle mechanics too, enjoyed the risk-reward aspect of it and watching the numbers go big felt great. Surprisingly lengthy and complete-feeling for a jam game, I think I gotta give it 5 stars in nearly every category
Lesbian Wedding Jumpscare
I decided that Reimu has no business shooting guns around and all that nonsense, so I played this with only melee and occasionally throwing some of those useless firearms around for some range. Tragically I could not beat the third stage this way 'cus you gotta shoot the targets in the pool.
Will be once again eagerly awaiting the finished version
The movement options here have a lot of potential, but I wish they were a bit more precise. The other comments have said enough on that though.
Anyway, one more thing: you should respawn at your latest checkpoint rather than the start of the room you died in, 'cus I had to old redo rooms multiple times after accidentally rocketing myself backwards into them
Very nice, and cute. I don't often see proper well-put-together rhythm games like this in the game jams so this was refreshing.
Scoring feels suuuuper strict though. Feels like perfect notes are really hard to hit, and even when I full combo a song, zero misses and twice as many perfects as the level below it, it still gives me a C. Ouch...