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Fumo Rin

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A member registered Jan 16, 2025 · View creator page →

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very cool. unfortunately the shot build thing was mostly not a success (mainly behind the scenes balancing and like coding complexity) so that will probably not be a thing for the future shmups... but might be like secondary mechanic select or something not sure yet.


hoping to cook up some things and systems to make the enemies in general more interesting without just cranking up the difficulty, mainly large enemies + extra movement from the attacks themselves etc. unfortunately got mega caught up a very evil and devious work + sleep cycle so i just havent been able to get anything done since this jam. 


hoooping to tackle the visibility issues with some visual style changes potentially but for now i still cannot draw so the silly style will stay.

the next game will be evil and VERY devious...

very cool. yea unfortunately the charge + upgrades stuff was a major miss (at least to me, both in design + gameplay). upgrades is sort of fine, but its a balancing hell and also supporting them for old + new stuff is a disaster. its still serviceable for a jam game though i think, but its definitely not very intuitive either, also mechanic overload for first play etc. 

i definitely feel like the visual clarity is a problem having taken like a week break from the matrix since the jam end though, it was not so bad to me when developing it.. i think its mainly just to the projectile colors clashing, including the player projectiles.

it is partially the design to make the player shoot a ton of bullets for some funny power fantasy type thing idk the word for it, so the player projectile count is intended.


for the design its sort of meant to lean into cave-y stuff more than touhou, granted a 3 minute game with half a day of balancing doesnt really do either justice..

that being said im glad the difficulty select is at least a moderate success, since my last couple of shmup jam games were virtually unplayable for non shmuppers.

very cool. straight to the point and very intuitive.


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yes. most of this is kinda just game jam jank & jank balance, but its still valid complaints and i agree, this would be more an explanation of the process than justifying/defending (and i do also appreciate the complaints (all of them), since its just stuff i might have missed and are very fixable).

the reisen attack was intended though, it has to do with what her last dialogue is, its kinda just a joke attack, its still probably a bit over the top and very unfair.


both the upgrades and the charge mechanic are pretty much failed mechanics, but there was not really any reason to just start over planning halfway in when i realised this.

the charge stuff is more or less a failed mechanic, but i suppose the 50% charge would be what you want to use to slow down the pace especially on bosses. theres 3x charge upgrades that will also speed it up.

i felt like the top of the ui was very cluttered to look at with the boss bar as well up there, and since you would probably be looking near the bottom when dodging big pressure anyway, it was a nice place to put it when youre about to blow up the boss as well. youre definitely right about player expectations though. (the real solution would just be to put the boss bar at both the top and the bottom?)


i suppose one solution to most of this could be like an infodump menu that explains the mechanics, and like a pause tip for the boss attacks (like the tewi 2 attack was meant to be fought around the center of the screen vertically, except on lunatic, would be a good ingame tip i think).

i very much wanted to avoid a UI hell situation more than it already is, so the only ui stuff for the upgrades is just the tooltip at the bottom, and the icons giving them a bit of identity so you can find them a bit quicker.


regardless with that many notes i hope it was at least relatively fun.

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i see youve met the placeholder laser... ill see what i can do for the future tho for visibility.


yea the upgrades was a bit of a mishmash, just got the player balancing down mostly and moved on. especially the charge mechanic i think was a miss.

first player experience with all the things to pick is probably not so good for a jam setting i suppose. gg tho

yo, the leaderboard is bugged in jam version, but you should be able to update your name in the leaderboard fix by just changing the name. both are equally playable, but its an option if you want the thing to show your playername instead of the filtered name.

very cool!

uhhhh yea the menu is just time crutch. click with mouse made it in 10 mins at 3am in a 20 hour session.

gg! yea i kinda had a 6 week break in the middle so the art just is what it is. made half of a 3d background system but thrre was just no timr to finish it and make things for it at the last bit of time. hoping to get a little bit more done for a better demo for cirno day but the 5 or 6 days until is not much lol

yeeeea couldnt get the music working in time. its supposed to work in the newer version though. the three fairies is basically done with the game, so dont think you missed anything. gg!


not sure about not being able to equip anything? i assume you remembered to level other stuff than attack (since you have played runescape before, the absolute classic leveling only attack until someone tells you how it works). but yea didnt find any bugs in testing but its probably too late ish to fix anything by now for jam. i suppose it might be the pickup? the pickups are picked up from the pickup menu thingy. but yea if youve already played the entire game dont worry about it i guess. myourenscape 2 will have less bugs surely

ive "fixed" the webgl freeze, by just using an older version. its still mostly functioning but theres some minor inconveniences. the downloaded version has the bugfixes and the new stuff.

dang hoped the browser issue was just a one off. regardless the pickups are in the uhh.. pickups menu. not quite intuitive but yea thats where they be.


the scope was quite big, so theres definitely just some "features".. either way gg

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uh oh, can you perhaps go into a little bit more detail with the softlocks? not too much just like a rough version. apart from the obvious the only leftover bugs im aware of is an occasional pathfinding rebuild fail and the funny projectiles not disappearing (new bug)

on second thought, did you perhaps spawn the funny box? only thing i can think of.

yea ideally the qol + intro experience would be a littttttle bit better. u can drop the items with shift + click but theres just too much to cover in a week for this scale. originally you would also be able to eat the books.

uhhh theres the prayers in the faith tab thingy. they give quite nice combat effects, and you can definitely brute force the game with just the -50% damage and healing prayers. but yea its a runescape clone so its sliiightly not really fit for jam but i wanted to make it regardless. just for like personal fun/challenge. you dont have to "complete" the game necessarily, just hanging around hitting some trees is part of the experience.

in true runescape fashion i didnt wanna tutorialize the game (although a couple of like hints of how to use prayers and get the correct combat xp might have been in order, there just also wasnt really time left)

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the theme is skipped, anything i could think of i did not want to make. ty for playing either way

funky screen go brrr

ty for playing, yea i kinda agree with the all pink bullets, kinda got locked into 1 way of doing them so couldnt really animate them. definitely a bit too hard ro read with the sharks and frogs at thw same time as well

tldr wanted to make the final boss of shmups for the jam. there is no easymodo. feel free to skip the game if u dont vibe with it.


hi, i didnt downvote btw, i think while its high it works for what i intended, i do respect your opinion, but yea this mode is not supposed to be a ramping difficulty (or at least heavily, its supposed to start high). i dont think it can really compare to the actual cave ultra games and like touhou modded ultra just because the game is only 5 minutes long. but those were the intended difficulties (it does not come close). realistically for an actual released version of this there would be a slightly more fair version. but i believe with like how the game mechanics work i think its reasonable enough for the people who dont mind the difficulty. but yea if its too much i wouldnt blame you for not playing it.

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yeee i can see the web version falling over specifically on koakuma 2 but should be fine on windows version, the theme was pretty much skipped, asked if it was alright and it was indeed. feel free to 1/5 the theme, or 2/5 if u feel it was unstable enough for that. 

oh hmm, i definitely had more than 10hp but i thought i selected insane mode, i will replay it then no worry

pretty neat lots of silly things, the patterns are not too tough but i guess its partly to the basically unlimited health. good stuff

its like dodonpachi with guns

verynice i was a little bit worried no one would beat it at all, but yea just wanted to cook without regards for the ratings, gg

too locked in to die (ingame)

style is pretty good, but i feel like the gameplay is a little bit lacking. the only threatening part is low screen spreadshots (and obviously kinda the boss).

did a couple of resets to figure out the scoring, but yea u just kinda live and dont lose combo.

the run:

idk if u want the shmup feedback or not, but here goes i guess, might sound a bit critical but i do like it. the enemies are a bit too tanky for my taste you dont feel very powerful. overall i think its pretty alright apart from some of the later stuff. the early things up to the purple bullets have very simple solves, but after that it gets kinda silly.

even like after playing im not sure what the bomb does, and it took like 15 minutes to figure out that the eyes on the ui is health.

i did have fun, those are just what sticks out to me.

run below:

good fun, number go up. got a couple of 35-36 i think

it be

cracked

yo

cheemse

car ship

gg! granted i havent played it, it was kinda meant to based on mushihimesama futari stage 2 for like the stage design, granted just for jam and like people only realistically doing like 1 or 2 plays the bombs and lives are extremely generous. the intended difficulty is way up so im glad i hit a sweet spot for you.

working a bit further on it atm just to refine the process a bit, and stuff like added time pressure thats not in the jam version, truly makes it difficult and actually warrants a slowdown like the cave games, at least to me its super fun in testing.

truuuuu

pretty cool, very faithful style, only like hard downside is that theres not (at least it seemed so?) any iframes for using spells into bombs, seemed a bit cumbersome when using ice cage aggressively and also keeping bomb ready on gamepad. i guess this wouldnt really be a problem on stick or keyboard though lol. definitely gonna try and replay a couple of times later for score funnies.