gaming for men
fumo rin
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yea the scoring was completely broken.. i was on a 20 hour crunch on last day and just decided it is what it is when i saw it.. all the enemies were considered bosses and they inflate you score by 5% LOL. the couple of days i took it slow (very slow) came back to bite me. but sometimes thats how it be.
but on the other hand its pretty funny that the score run is just getting a good cancel for score and then genocide route with infinite bombs
oh yea i see the hyper on that specific part that makes perfect sense!
about the hyper not being hyper its specifically just the usual cave games where u press the hyper and now your shots look angrier or something. not quite sure how to word it. daifukkatsu probably looks the most extreme for hypers feeling hyper. besides that daioujou and saidaioujou also has some beefy ones. i think even some of the touhou20 shots (mainly the hypers that gets a powered up shot) have some excellent visuals that just looks more powerful even if they arent that much more. its basically just juice yea. although the shot was most definitely much stronger with it, it didnt look to match
video: my 2 runs (and settings setup at the start its fine just skip a bit)
overall very good and the game is very intuitive for a shmup expectance, the stages are a little bit on the easier side but thats fine, it doesnt detract from the game at all.
the boss is much better than the stage for a survival setting, since you do have to lock in a bit, but theres nothing unreasonable.
if i had to nitpick, i would say that the 5 things that shoot inwards on one of the boss attacks is maybe a bit cramped on a first playthrough compared to the rest if you also wanna damage the boss granted i suppose i was kinda trying to tackle it like boss4 in sdoj so its kinda just user error at that point.. that and the hyper doesnt really feel very hyper. these also dont detract from the game (and also my rating) but its just something im pointing out i guess.
GG
ah no worry! its for the fun and its totally fine to have a critical opinion. most of the stuff you mentioned is also very reasonable. anything critical ill write down in the todo generally as long as it aligns with the designs + goals etc.
things like bad ui and missing rebinds absolutely go in the todo list though.
my exceptionally exceptional run of this exceptional game. looking forward for ultra mode.
edit: the only "negative" since its not really a negative, is that it would be very cool with a faster paced mode without placing the tetris piece. this goes against the entire design so i didnt consider it when rating.
Oh yea i guess theres no explanation its just kinda implicit that youd know how to shmup, thats uhh on me, thats absolutely a mistake! theres wasd, arrowkeys and gamepad stick by default (granted i forgot to add deadzone so its way too sensitive on gamepad).
The game is still meant to be difficulit, granted some parts are not so much and others are just ridiculous. forgot to fix some timings here and there, with the worst offender (and only unplayable attack) is the last boss attack with the 3 lines, that just doesnt have good timings, so its very hard to set up even if youre expecting it. but everything in the game is possible with some routing + practice as intended. But the entire point is to blow up unsuspecting jammers for fun.
The bombs are the blue hearts on the top right (that blend very nicely in with the background as well..)
Needless to say more or less everything you posted are actual real shortcomings that i just had to move on with or forgot, but its mostly still playable within reason. perhaps some day i will mess around with the movement rebinds.
Issues aside, gg.
oh snap my bad.. i've been playing wrong correctly LOL, i thought the enemies were just having a stroke and gave up chasing or something. i usually only end up reading the text if the game gives me problems (like not knowing how to jump or something and being stuck) so i ended up missing that youre fighting yourself entirely (again my bad).
i gave it another 2 runs, i feel like it kinda still takes too long for the game to ramp up if you dont shoot randomly and it just kinda ends if you make a mistake, but it definitely makes a lot more sense. ive adjusted the ratings accordingly.
i feeeeeel like the gameplay doesnt really make sense, but that aside the experience overall makes sense dont get me wrong. it's mainly that you wait for the density to spread out for all of the attacks before you can safely pass through which kinda slows it down too much, and the player shot is also so slow that you end up just kinda waiting for the enemies to stop shooting before you can actually go in and hit them.
with some constraints on the level to make actually fighting the enemies more worthwhile and the pacing better, and some more.. intentful? design for the enemies and attacks etc i feel like this would be very good. (except for the screenshake)
the visual style is excellent, and while im not a fan of the music genre personally it accompanies it extremely nicely. it just works.
gg! glad u had fun the game fell a bit short for what i had in mind unfortunately.. but thats just how it goes. the hitboxes are a bit all over the place, the purple pellets were kinda too big (but its mainly the player size + screen shrink i did halfway into the jam) but you are kinda meant to be able to squeeze through gaps that dont make sense granted it should be a last ditch effort.
hooooly. yea youre absolutely right LOL, i was kinda bummed out that i didnt add more fish references.. (had one in my head: the fishbonacci sequence)
yea the buttons at the top (the ones that blend into the background..) are the like indicator that theres more maps, aand you can also add your own maps! it reads from the game folder/data/streamingassets/acts: and you can look how i set it up there, it skips credits and info and its sorted by the numbers in both folders. if you have some bangers (or more beginner friendly levels) id be happy to add them to the game and update it so everyone can enjoy them.
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.
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.

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
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.
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)
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.




















