I do have to wonder if it's technically possible to hit 100% accuracy, as I assume floating points are involved somehow. Fun nonetheless.
Gannio
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That's fair, and I'd argue it's less of an issue when it's a game as an application, so part of that is on me for playing specifically the webapp version.
And I didn't think about it before, but yeah the explanations were also something that made me enjoy the riddles more: Even if I got it wrong I at least learned the reason why, and the dialog was usually pretty charming to boot.
This was really fun! For a game that seems so basic at first glance the increase in complexity as you do harder levels was fun to experience, even if it had to make me think a little.
One thing I do wish this had was a basic save system, though mainly cause I wanted to watch the cutscenes a bit easier after playing; It has a lot of charm, and I can tell you really enjoyed making this!
Accidentally backed out without having saved (maybe add an autosave feature?), and while I know very little touhou and so got a lot of those questions wrong, this game actually made me start to like riddles? Which is kind of insane given I usually hate them because of how vague they are in most media, but consolidating them to a multiple choice helps a *lot*.
Honestly I feel you're selling yourself short in the description. The game isn't bad, only problem I really see is the fact the shadow merge together sometimes without the game checking *all* you click to see if you got at least one correct.
Honestly the mood of the game kinda drew me for some reason? Like I wanted to keep playing out of curiosity for whatever the ending was cause it was rather depressing seeming. And while I didn't understand it (non-Touhou aficionado), I enjoyed what I saw.
This reminds me of Yoshi's Cookie which I *loved* to play as a kid. That being said I'm not a puzzle aficionado. While I was able to figure out the basic gameplay, almost everything about the crafting part confused me. The descriptions talk about physical damage and hits and at first I was like "How exactly does it translate to my skills in the pattern table?"
It took me until the third level to realize that like, these attributes aren't applied to *you*; they're applied to the dresses and whatnot of whatever Touhou girl is asking you to make their clothes.
While it does makes sense from the perspective of a genre that's primarily bullethell, that's confusing as *hell* as someone who's very new to Touhou, or even Touhou players that just don't make the connection and try to apply it to the stitchmaking. I think replacing these sort of attributes with maybe more cutesy qualities that reflect the design of the end-product, rather than its canonical functionality, would be a better fit for player conveyance.
But the core gameplay itself was really fun! I mostly feel that conveyance is the one thing that needs to be focused on for the future.
Also, small nitpick but the alt button keeps popping up my nvidia overlay when I hold it for too long, and I don't know how to turn it off. Consider adding a rebind option since alt is used by a *lot* of external software nowadays.
I'm not gonna be too harsh on this given it's somewhat of a memorial piece (plus the song was pretty good), but I do want to point out three major flaws I've noticed.
- Most apparent, only about a quarter of the screen is shown to the player, at least on the itch.io page. The actual game html *does* show the full game (and others reading this can find the version as of this writing here, assuming it's not deleted later.). There do exist options on the itch.io page itself to make the game fullscreen in two different ways: One by opening an entirely seperate page (which I'd recommend for your case), or one where the fullscreen is an option on the existing window (which I used for my own game, but you have to edit code in your game to pull that off). There's also a way to adjust the browser window itself on said page.
- You can easily dodge all attacks by either going above the cat or going offscreen (due to lack of wall collision).
- Assuming you instead follow what seem to be the "rules" and stay below the cat/in the walls, the final attack is nearly impossible to dodge when in quarter-screen mode due to not being able to see anything past said quarter. In fullscreen it's *doable* but the way it comes out is deceptive such that you might get trapped before you can realize and get out of the way. Mind you I'm mostly new to Touhou and haven't played many bullethells unless you count Undertale/Deltarune, so take it with a grain of salt.
Thanks for playing! While we're still looking at options regarding additional uses of interpolation (the game actually does use some of it currently, but mainly for down-scaling elements from 4K) we took some of your feedback on other aspects and applied it to latest postjam update, alongside a fullscreen fix for the web version that helps mitigate some interpolation issues. Hopefully it helps!

