I tried the game during the Jam period!
And I remembered it just today so I tried the latest demo.
Got the hang of the main mechanic, and the content left me wanting to see what's in store!
IamaMedalHunter
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I had some difficulty trying to install the game but I managed to install it correctly in the end.
I tried playing but the game crashes often. So I would have to replay some parts of the game for no good reason. I didn't finish the game because the texts are unskippable and the cutscenes long.
That was your first time participating in a Game Jam, yes?
Did you find it hard to make the game within the allocated 72 hours?
Short and wholesome.
I find it surprisingly rare to see Mokou be a wise person who shares her thoughts and experiences. You know, since she has lived for over 1000 years, she's bound to have things to say.
But ye, being a hothead and a brawler fits her too, which is why Mokou acting like a big-sister type is indeed all the more precious.
Truly the game of the ends of time.
https://www.youtube.com/watch?v=ld2iyxI0sFE
Had a blast!
(The blast is also so powerful that the screenshakes are slightly excessive, especially when Mokou's piercing bullets rip through the whole arena. Tone the shaking down, please?)
The gameplay is just excellent. When I found out about Mokou's "bomb" giving ammo, and understood the spawning/upgrade system, and noticed the combo meter, I felt like I understood what the game wants, and hell yeah I'm all for it!
I replayed the game 6 or so times in a row, the replay value is just good!Also met the Mother of All Fairies: Kaguya Houraisan.
EUROBEAT CINDERALLA CAGE
Fun. I reached my personal goal of reaching 100,000 points in 10 minutes.
I ran into some things.
- I once pressed X at the same time I lost my last life. (Yeah I'm a Touhou player who deathbombs, how could you tell?)
Couldn't activate Immortality anymore. Had to reboot game.
- After this, game crashes after a game over but I can't tell if related to the "deathbombing" (death-Hourai-ing?). Even after I reboot the game.
- Would be great to have a sound and/or a visual cue when the Hourai bar becomes full. Being focused on what's ahead, it's easy to not notice the gauge filling up.
Wait how do you make immortality "temporary", Marisa?
Seems nice.
Never played picross before. I spent 3 hours on the game and self-learned a couple neat deduction skills.
Despite my newfound skills, I'm stucc on the third level of the 2nd set...
And I don't want to skip, so uh. RIP story time for me lol
I guess I'll come back to it once I'm done rating all the other games first.
EDIT: Came back. Spent 2 more hours on the puzzle I left off. Did not make good progress.
This is as far as I can go with only deduction, I believe the rest: I have to resort to following through hypotheses, which is really tedious without an undo button. I swear this one puzzle is an immense difficulty spike.

So I softlocked myself while cooking because I mashed Space.
You can't rush cooking I guess :)
So I restarted, taking care not to press Space too fast, and the game went on as normal.
I played until Mokou had... nothing to say. The game music had stopped too by the time I reached this point- perhaps the looping was not properly implemented, but it still cemented what was going on. When I got to the point where Mokou fell into silence, I went through a dozen more task cycles... And every time I felt a weight, and it grew heavier and heavier.
And a vague feeling of existential dread got to me. The best thing is, I knew what was going to happen. The storytelling here is just very effective.
"So anyway I started blasting." - Fujiwara No Mokou
So the main feature is the Flamethrower. It's cool but sometimes is doesn't fire while I have the Z key held.
Would have liked to see Mokou's hitbox too.
Anyway game is cute, and the Flamethrower is so funny, Mokou's just obliterating Kaguya with this.
That's a really unique concept to put on top of a SHmUP.
Though I didn't clear the game so far. I spent 30 minutes, died to the last boss, and didn't feel like I quite learned the game... It must be a "hard to learn, hard to master" deal.
As for the challenge proper, I would say: it's hard. In that you gotta do some "body management" all the time and in real time, which is a thing I'm terrible at. I don't know if the management aspect is easier to others.
As for the gameplay, would have probably greatly benefited from:
- enemy health indicator
- audio and visual cues to signal that the currently possessed body is running low
- different control scheme / key rebinding. I am not a fan of ZXCV at all (never understood the C and V, gotta lift my hand off Z and X) so that didn't help in my experience.
Personally also had trouble manipulating and juggling the bodies too. Emphasis on "Personally". Sometimes I want to pull a body but I pull another one. This made me wonder what if the game used WASD + Mouse instead, which would give a freer aiming.
I'll come back to clear the game later, despite the hard time I've been having, I feel invested in the novel concept.
Good platforming game!
Stage 5 got me stumped for a bit lol
I figured out that I had to just make a precise jump + hold glide at the start... 10 minutes later :)
The controls are perfectly made, and all the stages were crafted with the controls and mechanics in mind - as far as I can tell. I like how there's a bit of a puzzle aspect in that you try figuring out how to complete the stages (Where should I go, what should I do in this location etc). The difficulty curve looks pretty good too.
Overall fun!
So funny and creative! Finally a game where I can use my drawing tablet! Okami on PC will not let me use the tablet at all so that's what I needed.
Also why is it so hard to draw lines? I think it often gets mistaken for a U, somehow...And what the heck even is the Pentagram sound? did we summon satan
Anyway, I'm keeping the game somewhere on my PC, it's just so fun!
That must be the most ballsy use of expendable lives I've ever seen lol
The presentation of the game blew me away.
Really lovely traditional Japanese style art! (No SFX but) 3 lovely songs fit for the adventure!
The adventure itself is fun! It only took 1000+ years for the Hieda girl to go to *one* festival by yay she made it! Totally couldn't have made it in one life by being escorted there lol
P.S.: I just read the comments below. How do you guys even die more than 40 times?
A bit of a mess...
- items numbers don't reset when starting game, and the items... I'm not sure what they do
- It's not clear what's the requirements for shooting Subshot and Spellcard
- Spellcard (or "secondary secondary shot" as you call it) has bullets that get visually stuck when they hit something.
- Rabbits can shoot from offscreen. That wouldn't be bad if the camera could move along with Mokou
- Lasers, they box you in for so damn long, and have no warning. And yes as expected they're instantaneous and rip Mokou's pain tolerance into shreds
Game overall looks like it could be decent if it was more polished.
Concept is fricking rad. The body window blew my mind.
Game is fun overall, but some spells are just ridiculously hard to dodge at high difficulty.
I get that difficulty increases and that it's danmaku, but like, give me some space please, I can't dodge the stars while keeping myself between these spinning lasers, I can't even put a 1-person bed in this tiny space:
Also there's just enough time, just a single second to spare, to shoot down the boss, which is too strict I think. Having 3 seconds to spare would have been greater for the game feel.
Moreover if the boss moves around frequently then even with a full body you won't be able to shoot her down, that's downright unfair.
It's a bit hard to drag the limbs around, but we're already aware of that.
Also what's the point of flash-bombing if it does the same as when you're hit?
Mayumi is hidden by the corners' HUD too, not great when the danmaku forces you towards the sides.
Despite all the things above, game's still well worth checking out for the amazing concept and its execution.
That's such a funny idea I love it.
Rewatching my recording, been thinking that this game could easily be converted into a horror game with just some tweaks - lower visibility around Yachie, give glow to exit, doors and pressure plates, give a crawling sound to Snaunn (that gets louder as it gets closer~) and presto! Yachie Nightmare Deluxe. :)
Also stage 2 triggered my distant PTSD (iykyk)
Holy shit this looks quite ambitious.
What are *you* planning to do?
So there are many features implemented: moving; interacting, pushing objects, flying, 3rd and 1st person cameras, massive map rendering, event checks, pathfinding...
And as far as I can tell they all work well. That's really good for... "first-time Jammers"? Goddang!
Also the BGMs are well-fitting with each area. Even if the flying speed is too slow, exploring the city was great thanks to the music. Props to the composer!
I didn't get to the end yet (if there's one) but I quite like the game.
The enemies and bosses "upgrading" is a nice touch.
But what I really like is the sub-levels' designs. They feel like they're knowledgeably designed along with the enemy placements! There's such a variety of these rooms, it surprisingly gives the impression of unique encounters every time.
Cool concept: ghosts of failed attempts that can serve as stools! But not primordially useful in the sense that dying isn't central to game progression, and that you bump into and get pushed by all the ghosts really hard, which can be a hindrance in some cases.
I like the illustrations and Miko's portraits. This artstyle is fun to look at.
The gameplay... I think it's kind of messed up.
Most of the time it's either: my jumps get ghosted (me press Space but Miko no jump), or Miko interacts very weirdly with terrain (walljumping on the ground, inconsistent dying to side of spikes, inconsistent walljumps, Miko gets stuck in a "non-walljump" state when she's hugging a ledge (which means I can't walljump even though she should be), Miko somehow gets stuck on the ground... )
I meant to do a no-death run of the game but that got really unfun.
So instead have some footage of my no-death attempts, where I'm getting bullied by the game - I hope it'll help you troubleshoot issues and polish this otherwise nice platformer.
P.S.: Oh yeah also why is "Delete Ghosts" on [Backspace]? That's so far from [Arrows] and [Shift]. Couldn't it have been put on [Z]/[X]/[ctrl]?
The pixel art for the background and especially Mokou's animations are excellent.
The moody arrange of Reach for the Moon, Immortal Smoke is gorgeous too.
I really like the concept of trying to inflict self-harm in an indirect way. What would be traditionally an attack move is instead a means to an unachievable end, and that's quite poetic, even if twisted.
I understand it was done in a really short time but that really left me wanting to see the "mechanic" be used in more ways, and maybe to expand upon Mokou's sad story.
That's a good SHmUP! Well suited for shooters of medium skill.
I like how the first 2 nonspells/spells are total pushovers, and then Enoko goes batshit with the difficulty.
So as with every other small SHmUP games, I try getting a NMNB.
And let me tell you, the Ice Cage spell card was really annoying to capture. The spell consists of spikes hitting the ice circle, yes? Some parts of the spikes go through the circle, which spawns treacherous aimed bullets from behind.
I can't tell if that's intended but goddang that made it a nightmare to capture it. About 70% of my NMNB attempts died to this one spell :|
But I eventually got the NMNB so yay
Also, I noticed there's no RNG at all in the danmaku (I think?). Is that because of possible replay issues like before? Not complaining, but wondering.
Super fun and surprisingly dynamic for an enemy rush RPG!
I've played v1.0 for Jam ratings so maybe you've already changed these in the latest version:
- lacks a clear visual feedback for crit hits (and by extension, who got crit'd).
- maybe make the acquired skills consultable during the upgrade popups
- the stones damaging the enemy should look more obvious (like, have them visibly shoot at the enemy)
(Oh yeah, what's the logic behind the upgrades' colours anyway?)
I really love the feel of the game, the animations are fast and the clashes come one after another, and the skills and popups come up so often...
Makes for a short and fast-paced game, and the RNG element feels right for such a short game, it's so fun building your toolkit as you go. By the final stage, every run will often end up with different builds so that makes for great replayability!
I'm definitely keeping the game on my PC! 👍
One must imagine Marisa happy.
All the feedback told by the others below, I agree with.
Great story and great 30-minute game!
(also, Final A's gameplay is kinda cruel. Hahahah, that's not what'll keep me down. I'll eventually succeed even if that's not intended. (But first I'll go play and rate all the other Jam's games.) )

