cute, and satisfying puzzles.
the ones where you had to step on the blue tiles while avoiding the fireballs felt like way too much trial and error, but all the others were good
very clever and intuitive puzzles (except the part in the "father" grave where you had to know that a gate was opened by a random button in a different room with no visual indication it was doing so, that was kind of unfair) and a wonderfully eerie atmosphere, looking forward to the next part
There are actually a lot of very big gaps in that pattern, it's mostly just an intimidation tactic haha
I left in a lot of safe spots for almost every pattern just to reward the people who can find them!
I totally understand, I hate having to mash the shot button in shmups too, but that's why I made it so pressing the button once makes cirno shoot for long enough that you can actually just wait a second or two between each button press without sacrificing firing speed, and just tap at a slow rhythmic pace if it's tiring for you.
Also in retrospect I really wish I went through with giving mokou a halfway checkpoint. I toned down her danmaku a lot, but I really wanted to make a game anyone could beat!
the white bullets can be tricky to block anyway, so this is why I just set it up so you can A) dodge everything without destroying bullets at all B) just focus on cutting the black ones and avoiding the white ones normally
and hey, at least it's not ikaruga!
That is really weird. Well, if there wasn't an error message then chances are it wasn't a problem with the code at least; could be a hardware issue or something, the game has been acting up on some peoples' computers. oh well
oh, do you remember what the error message was? as far as I know it shouldn't be possible to crash the game by mashing the attack button (I've certainly mashed it thousands of times during testing runs), there must've been something else going on
Did you notice that you could launch myon forward as a boomerang projectile on Easy/Normal/Hard modes? also, it blocks all smaller white projectiles just by touching them even without being launched, so if you turn around it can be used as a shield as well
Lunatic mode is the only one where you really gotta manually swing it around into the boss, and on this mode it also does double damage so it's very worth making use of
well... more like 2 days + a few extra hours from getting up early before the deadline to finish the menus and ending, heh. to be honest I didn't think I was gonna be able to be doing the jam at all at first, so I got a late start.
maybe if I'd done some work on that first day it would have at least some rudimentary music, and a bit more polish and gameplay.
no need to worry though, I did indeed take care of all my physical needs
good pixels and solid gameplay for the most part, but the bits that require dropping down through hazards that are off-screen and precise jumping sections littered with unnecessary control reversals are a real pain in the butt when there's no checkpoints
expanding on the game with 3 more mech bosses, plus a couple run and gun stages with Katy outside her mech, was definitely something I've considered. though, if that happens, it'll probably be pretty far in the future. I totally burned myself out on this game with how intensely I worked on it during the 2 months of the jam, plus some extra personal drama that happened alongside it, ahaha...
that said, I will definitely try to get those story scenes done as well as some hefty balancing efforts in on Madeline, though it'll probably be taking a little bit of a backseat in priority to another game that I had already been working on since before the jam
Madeline is the boss with the least playtesting (was working on her right up until 4 hours from the game jam deadline), so I definitely hope to have her balanced out a bit more by the game's completion, haha
levels and enemy designs are kind of samey, this and the slow pace makes replaying parts after a game over a bit of a slog, but otherwise it's a solid NES style game.
the bosses are alright, though I almost gave up at Lotte, and in the end never did find out how to get around her without taking contact damage