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IamaMedalHunter

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A member registered Jan 15, 2019 · View creator page →

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The SM64 parody is simply fantastic. What a fun experience.

Gameplay's a neat recreation of SM64. The map was decently fun to navigate with the controls!
The presentation of the stage has apparent care put into it - the toori gates, trees and cliff looking good! How about some textures to pretty it up?
The songs are also so fun to listen to. Hearing the iconic song with Touhou just blew my mind when I started the game. Ever thought of submitting these to Siivagunner and make the 2hu rip squad go crazy?

Rather great experience, but a bit clunky here and there.

- One of the main mechanics is that Patchouli can shoot at enemies while driving... If that's how it was meant to be (just like what the 1st weapon suggests), then the aiming DESPERATELY needs aim assist.
- Aiming feels tedious. Its surprisingly hard to hit anything while driving, even at close range. Maybe the inaccuracy gimmick and the combined movement of the motorcycle and of the enemies stack too much to be played that way.
The alternative being to stop to aim, which feels sloow. And considering the mechanics, I'm not sure if the game's made to be taken slow.
- Thus, I ended up leaving it all up to the Koakumas. (With my vain efforts to try assisting with the Water spell and not hitting anything yet again, somehow.)

The worldbuilding though sure is awesome and- ARE THESE MECHS?? Funny how this is the second game I see where Patchouli roams a post-apocalyptic world.

My favorite part is the *Elder Koa noises*


I really loved ALL the references in there! Made this fun game the funnest!

- This is amazing. Blend of danmaku capture and marketeering sim! Full of references. Loving how I could perfectly predict what was the best item 95% of the time! Reading what the customers say is super fun. Really makes you say "Aaah I getcha." Truly a real fanservice game for Touhou fans.
- The art style is pretty amazing and distinctly cardboardy. Lovely!
- Game's very accessible to casual players but still retains the fun factor for everyone. Gotta sqqqueeeeze those Market Sense grazes.

Also why volume so low?

Oh, Yui game!

Notes:

- Maybe Schoolgirl Yui should be given some restraints LOL. Infinite ZOOOOOMING
- In the current state, the game is extremely easy. Too much on the easy side.
- Sometimes Caped Yui's aiming is off when I switch to her... (As in, she'll shoot to the right of my cursor...)
- Somehow got into a situation where the shop's item list and talk texts overlap....

- Also what are these items even for?

- I can see the general vision, even if it's not fully implemented. Really liked the tag team aspect. I feel like it's not fully exploited but it's so cool!

By the way... is it Koshi or Jiro?

Doki doki waku waku, the game! I would never have dreamed of it!

Notes:
- I know Suika doesn't want us to skip her monologue, but it took too damn long. What's with this awkward long wait to her next lines too?
- Having to switch back and forth between keyboard and mouse controls... Kind of unergonomic. Unless your name is Yamame and can use your multiple limbs for both keyboard and mouse.
- enemies dropping items out of bounds when I spawnkill them... Unfortunate
- explosion markers, yadda yadda. Everyone below already said it

- Having your resources tied to Affection sure sounds like a neat idea! Made for an ingenious blend of SHmUP and dating sim (somehow)
- Convos chaotic and funny, laughed

Where did she get a shotgun-

Good enough for a first game! It's cute and the stage's appearence looks well researched. Love this style!

Just the idea of exploring and navigating the Underworld's mazy and uneven terrain is pretty inspiring.
I'll say it again, the style is cute, and I can see lots of care's brought to the stage's presentation! Love it!

Welcome to the Jam.

Note: Whenever Tenshi jumps, it feels floaty, committal, and slow almost to a fault, due to not having control over the jump height and having low gravity. It's fine in this game here since there's no sense of urgency, but that is something to have in mind if you'll be making other platformers.

It's neat but it's not fun. The Jam version at least.

- Cool base idea, very bold choices for a survival game.

- The base controls are pretty good.
But maybe the learning floor is too high to be enjoyable, especially for a 15 minutes-to-clear game.  Like, the game asks *a lot* from the player to try getting as far as wave 4.
-  There's very little room for errors to be made - there's so few margin that the experience doesn't go smoothly. The game is so unforgiving that the fun is sucked out of it.
   As for why it feels that way, my guess is: either the controls and mechanics make the player too helpless for the challenge OR the enemy waves are not suited enough for the available controls and mechanics.
 I guess you could try adding checkpoints instead, which wouldn't discourage the player to continue after a Round 3 game over - in that case leaving the gameplay as it is should be actually okay.

- The music being affected by Marisa's health is a really cool effect, especially how it illustrates hopelessness when Marisa's about to die. That, coupled with Marisa's limping speed and Patchouli not able to do anything do quite put the word "survival" in the spotlight, in a very neat way.

Here's gameplay where I managed to clear the game (Jam version). Hopefully it gives my fellows a way to see more of the game and rate it accordingly.

Rather fun and short, with a rather unique gameplay presentation. But it's full of tiny holes that'll need to be patched..

- The camera's awkward in screen transitions.
  The partners most often will be useless, due to how Marisa has the ability to just snipe everything that's offscreen, and most of all due to how close the partner has to be to act. Even when the partner shoots, their aiming system looks like it's drunk.

- That in turn affects the balance so hard. It's weird.
  Since Marisa can steamroll everything from afar, I don't think the bomb, or switching partners is even useful then.
  The bomb, quite oddly, is also less useful than just tanking a hit which gives some mercy invulnerability at the cost of less "Love".
  There's nothing wrong with power fantasy or more options but it's kinda easy to make the challenge boring as a result. Especially considering that the enemies and the boss are already easy to deal with in the first place, and that Love pickups are all over the place, which means that the game is a bit too forgiving...

- Though, the game as a proof of concept IS creative.
  Hmmm... Who knows what the gameplay mechanic implies...?

Really cool and sweet detective game.

The backgrounds and portraits are pretty cool. Even if the deductions are kind of easy, the writing and story are great. The deduction work and the drama threaded themselves so smoothly into eachother!

Turn out that Seija makes for a really good detective. Who would have known? Maybe she can be nicknamed the Contradicting Detective Amanojaku.

My favourite part was "Murasa, for the love of Buddha stop flooding the baths!"

You'll know when you reach the top.

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A chilling walk in the cemetery...

I love how Renko's main idea is to uh.
Date. And propose.
In a cemetery. IJBOL
Well sure, a meaningful place to them but still a cemetery. I was almost expecting one of them to get abducted and the other one to clad herself in armour and fight through an army of Ghouls and Ghosts. Twice.

So uh. Is that spirit photography, or is that a photobomb?
Also my favourite part is sympathizing with the garbage bin. We need more garbage bins in Touhou games. I love garbage bins.

Also if ghosts are game over, why friend-shaped? (That's how I game-overed within one minute)

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Note: the hitbox is the feet. Might not be obvious, but it was to me.
Note: press down to Interact. I found out by chance.

Short, challenging, and fun take on Ice Climbers.

- A challenge that's more for advanced players, but still accessible to everyone. The hardcore players can even play for a high score by destroying precious platforms, which is a charming way of playing (even if I won't do it).
 In that sense, I really like how the balance is made. It's kinda rare to see this kind of thing.

  Also the tile sets and sprites are honestly pretty solid! And getting to the third level which is *outside*... After being in caves so far, seeing the landscape and sky was such a beautiful moment, I was moved. It looks gorgeous.

Momoyo goes What is love?
Me goes Baby don't hurt me~ no more

ᗜˬᗜ

Oh right I forgot to report something:



Somehow the gray sentences from these specific top and bottom buttons are swapped.
That sure threw me for a loop for a solid 3 minutes.

Promising demo even if rough around the edges.
There's few to see so far but the mix of adventure and action sounds fun. I certainly didn't expect what looked like an adventure game to turn into a Beat 'em Up of all things lol. (Handbag attack!!)

One thing I wonder is if the big leaf decorations hiding the Village's "battle arena" is intended to hinder the view. It gets in the way if your character goes too far to the side but you can just get off the side anyway (so I guess I don't mind but it's still kinda odd? idk)

Also wondering if it has RPG elements. Like, the whole equipment menu is available and Marisa and Alice leveled up when the arena was cleared, but I can't tell if it'll be in the full game or if residual RPG Maker things.

Dude that word count, hahahah. This word count may deter some players. But at the end of the day, this novel is an intelligent and thoughtful piece of fan fiction. The word count was well used.

- The biggest (but only) flaw is that there are lots of typos and grammatical mistakes, so much that it was often hard to read and understand... It should go without saying but a novel with such protruding flaws is... Well you know.

- This issue wasn't big enough to fully get in the way of enjoying the storytelling though. The writing is just exceptionally good.
  The characters are all so nuanced, and Reimu's inner thinking is so in-depth, one could almost feel her mind.
  The story, the dialogues, the choices are all amazingly told. It's an excellent mix of entertaining and serious, in a way that feels very relatable and almost real.
  My favourite part in this is certainly how the game plays off typical tropes. I have never ever read such a big subversion fest before. Like, "reverse dating sim" ijbol. And of course it's with girls who fit the typical archetypes. Like, what have we here... The klutzy secret admirer, the business partner with more than professional interest, the overly hardworking and collected housewife material, the childhood friend rizzlady, and your Bollywood mom who's arranged your marriage. Have we missed any one here?

-The title screen and backgrounds look really good. I like the way the backgrounds are used and shown. It's simple but it's good enough to set the mood.

- The music was much enjoyable during the reading, the number of arranges in there is impressive.
- Loving how the songs even fit the characters. Klutz Sana's theme is just perfect. But my favourite song is the True Ending's theme. The original is one of my favourite Reimu themes already!


All in all, a very good read full of insight and maturity, even if I didn't really think I'd get reading for 2 hours and a half. Kudos to everyone on the team.

What do you mean "Don't sweat this kind of small details". Do you mean that when two girls kiss -

An experience between easy-going vibes and serious business (read: gameplay). It's interesting.

  - I didn't quite understand how "Quality" works until like half game. And by that I meant that I didn't even notice "Quality" was a trait.
  Knowing which material has special properties at a glance, and having them sorted automatically would have been a nice QoL feature at times. Like, with an icon next to a material's name, and having them automatically at the top of the list.

  - Honestly nice for a management game. Good amount of complexity while not overwhelming.
  The trait-enhancing (Glowing 1 + Glowing 2) feels out of place as it's utilized only once at the very start... It's a minor nitpick though.

   - Loving the paper notes-like presentation! The background and the custom sprites are lovely too.

  - The requests and dialogues are so interesting. so Gensokyo-like. Wanna kick Chimata in the butt though lol - Marisa does not deserve the over-exploitation. :(  (Just to be clear, I'm not deducing points for making a corporate-like antagonist out of Chimata)
  My favorite part is Koishi's. I feel like she may have misunderstood something, but I like to think it's possible that it's not the case.

 - Game's made with save-scumming in mind, huh?
  It also handwaves A LOT at the player with the list of *potential future items* in the recipe menu. Even Mizuchi explicitly does that, which is so funny. All the information handed to the player is usefuln't is such a funny way!

Overall pretty good once I got a bit familiar with the interface, which happened quick enough.


Mood.

Truly a fantastical game. Even I who's not much into VNs fully got into the game.

- Appreciating A LOT the item persistence. This QoL option saved me.
The mini-games are simple but still fun.
- Simply amazing visual style, rather polished.
- They have a whole music room! The arranges are exquisite, and no beat missed. Also, fully voice acted?? awesome! My favourite is Mystia's slight German accent. (It is intended to be German accent, right?)

- Loving the story/minigame integration!
Beautiful stories, and the characters are pretty well written. They almost feel real.

//SPOILER//


- One critic I'd say is that. Why does Koishi appear after specifically getting all the 3 other key items? How is Kokoro going around the festival relevant towards whether Koishi is there or not? That point was highlighted to me by AngryCrow in the Gamedev Discord, where they kept trying to find Koishi bits after getting the true ending - poor fellow was confused.


//SPOILER END//

All in all it's pretty impressive. Kudos to the team.

My favourite part was when the fishing line became Dhalsim from Streets™ (dunno why but the boat kept drifting to the left when time ran out, and the line did the best rubber band impression I've ever seen):

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I spent more time on this than I would have thought at first. And I mean after completing the game, because perfecting the fight is just super fun!

- I really like that I can rebind the keys! I bet it's really good for every player.  The controls feel partly rigid and committal but this aspect is done well.
- Some of the characters' animations look a bit stiff, and the background looks flat. But overall very cool art style.
- I think the balance is in a very good place (jam version), right amount of difficulty for the game's short length, AND forgiving enough thanks to the 10 hit points. (Also, is Embers of Love really that hard?)

P.S. : "I bet she doesn't even have 10 fingers."


EDIT: I got a report that apparently the bullets aren't supposed to be that fast lol. Is the game's frame rate uncapped?

Come on fellows... She's not that hard, I did not have to restart even once...

So the only thing I wanted to say is: The sprites are cute but there's very low contrast between the sky(?), the enemies, and the spikes. It should go without saying in a video game, but make sure the background and the game sprites don't blend into eachother.

You shall learn the gamer skill "Kiting"

I tried this game very early, before the rating period started.
But I had to come back to this game way later since I couldn't figure out if I just understood some things wrong or if some functions are bugged.

Looking at this game a second time. I may not be familiar with RTS games but I'm pretty certain that the mouse drag selection and some building functions don't work right. Drag-selecting seems to be dependent on where the map's been scrolled (wat). I spawn a Flower Patch when I want an Igloo.  When I try to use a building for spawning units it always shows the options for the very first base, I cannot spawn Cirnos, Dais nor Frog Riders...

There's lack of feedback too for battles and resource gathering, some visual or audio cues to convey to the player that something's happening would have been nice.

Oh my goodness it's fricking hilarious! If you think you're a tryhard, there's an inchling better than you at it.

Also when I won for the first time, I wanted to be silly and input the Konami Code, but the bug surprised me. (1:40 in the video)
Turns out that you just press A after winning a game, but that still flabbergasted me for a bit.

Let's see here. A ShmUP, my speciality! I'm goign to try the Jam version...

Hmm... The gameplay... It's just okay. The basics of a SHmUP are there but there's little flair/gimmick.

That would have been alright if there was more of a challenge from the game. The balance is uh... off-balance.
-  You already get shot at spawn with no reaction time...  Come on, let the player adjust for a couple seconds. (ツ)
- No enemy type/formation variety... That's the biggest part of the fun in a SHmUP...
- Literally too easy... Player can just hold fire and never be bothered except for strafing every few seconds...
--- No difficulty escalation... And no other real incentive for survival... That's how a survival game becomes dull within one minute.

Long things short, the game lacks staying power. I hope you don't take my comment the wrong way and that this feedback's useful to you for your next SHmUP or survival games.

Also I was expecting some tie to Touhou's world. Like, the apparition of a character from Touhou, or the setting is (clearly) within Touhou's world... Or the style is a clear parody of Touhou, that can work too.
That's what "Your entry must be based off the Touhou universe to some degree." means, in this Jam's rules.

But uh, I guess there's nothing wrong with silly cats throwing fish at you. The art style is cute!
But what did that kitten do to deserve this?


Never played Adventure but wow this was a very fun 15 minutes. I really felt the sense of discovery in this one!

I read the comments below that mention the swapping priority over throwing. It did confuse me at first during an enemy room cleaning, but I did find a use for it. Mashing Z while moving, I could "carry" 2 items at a time. I'm sure that wasn't intended but it did save me from some round trips.

Cluck


Polar bear Cirno. Bearmu. Marursine. Bearkuu. Ursuika. How did you even tell yourself "Hmmm today I'll turn 2hus into bears" lol. missed opportunity for panda meiling

Solved the puzzle on my own in like 30 minutes. It's pretty nice.
Lots of useful and fun text. The game looks fantastic with the charming style! Loving how the shadow serves as a clock.
But Mokou was just there I guess? Let me check the solution... Oh that's because she's part of another chain of solution. Nice. But also, I'm apologizing to Mokou for not seeing how she could contribute outside of the lantern, which was more extra steps than Nitori's torch as a light source...
- Even if the player's a Touhou fan, maybe it would be nice to have Mokou *clearly* state what she can do - something like "Do you want to see my fire tricks? They can crack rocks open too!". Because lugging a heavy rock all the way to the fire girl is just, not an idea I'd have in mind at all - especially when I discovered the miracle of Bear Lung-Powered Nuclear Sneeze™.

Wondering why we rewinding too. I like to think that there's a timeline where CIrno just manages to fix the incident without knowing anything prior. (A bit even like how a certain shrine maiden just *solves* things) To the player it's playthroughs in retrospective, but to Cirno she just, knows. That, or she sees the future. oh no, i just thought about ice fairy with king crimson

Anyway, time with chimken and Shanghai is time well spent.


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It's... almost like a FPS??

The gameplay lacks a bit of clarity for non-FPS players but I got used to it quick.
You can just do the classic DOOM strat of "Strafe while firing" - it works (maybe even it's the optimal way to go about it) but when the player is allowed to have this as the only approach against all the enemies, it can give the impression that the game is slow-paced - especially with the slow movement. Now, "slow-paced' is not necessarily bad, but the speed feeling of the game is something to consider.
I'm saying this because I get the feeling the game is intended to have a faster pace, what with all the enemies surrounding you, and all the guns blazing. But I could be wrong here.

Some graphics with better imagery could have been useful for the weapons and grenades. I still don't quite get the difference between the grenades.

With that said, it's good game - it's your first game too, right? Nice one. Blasting with magic guns(?) is fun, and I like seeing 2hus with a gun, it's never not funny to me. We need more sweary Mima in our life.

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Nice and minimalistic, with a slight retro style. The Youmu is really cute.

But. My sibling in [insert Shinto god here], your game's frame rate is uncapped. The game becomes impossible with my monitor on 144 Hz mode. (Nonsensical spirit despawning, the spirits fire double as fast than normal)

(Don't worry, I still cleared the game with my monitor on 60 Hz)

Goodness, I love this take on the HRtP gameplay. It feels modern yet very much HRtP itself. If I'm told this is a HRtP 2024 remake, I'd believe it.
Game's easy to complete, and perfecting it is rather easy too but you still gotta work a bit. It's kind of casual but it's fun stuff.
The PC-98 style for the background and portraits and music, wooow holy shi-!
Damn, I really want to play HRtP with this gameplay now.

Also I tried to slide but Mizuchi doesn't have legs. 💀

*A BONK on par with Chiyuri's folding chair whack*

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So I cleared the game. To my knowledge I am the first one to do so since the start of the rating period.
Which I believe is a bad sign, but I have feedback.

As it is, the game's extremely unforgiving, sending Medicine at the start of the map after a single hit...
I just cannot keep count of how many times I had to go through halls that I emptied, once again, for 3 minutes, just to die near-instantly to a leap of faith into the Super Laser Room™.
There's no encouragement from the game to keep the players going. I cannot realistically believe that anyone would actually want to continue playing after 5 minutes.

May I make some suggestions, one or several combined would feel a welcome addition:
- include a checkpoint system: this allows players to not feel like they've lost all of their progress
- give a health system to Medicine: this gives room for mistakes, so that players can actually make some progress each time they catch up to their furthest progress.
- make Medicine able to defend herself better: I really like that the poison can erase bullets but Medi can't quite rely on attacks to defend herself. The spray covers only the front and has a very low rate of use (or a long cooldown). The bubble seems to be an anti-air but it's as much (if not more) awkward to use for defence.
--- In a way it's kinda similar to classic Castlevania games, where attacks are kinda "rigid" and can cancel enemy bullets too (I'd compare the spray to the whip, and the bubble to the Axe subweapon). But in order to be proper defence tools, the attacks do need to feel and be faster. Being fast doesn't make the whip and Axe feel less "rigid" to use but it does make these responsive enough to fend off attacks.
--- You can also improve Medi's attacks. You could make Medi able to continuously spray poison by holding O and also aiming the spray with WASD.  With that, you could have the bubble be launched in a much smaller arc so that Medi can easily blow into it, or deal better with enemies below. Then the aimed spray launches the bubble in the same direction, and that would look golden.
- calm down with the enemies:
--- Biggest offender was the leap of faith into the Super Laser Room™. On multiple "walk backs", I just land into a fairy without being able to make progress. If you ask me why I don't dodge it, well it's because I can't react before it's too late. Feels quite unfair and super punishing for it.
--- Seriously calm down with the amount of enemies. Work them smarter, not harder. Having a whole army of enemies in a room is not bad by itself (it can be good for spectacle), but it's bad when every time you attempt to get in the room, they somewhat make it harder/impossible because they can move and they moved into *these* spots.
There's also the fact that there are some situations where Medi just cannot deal with - thinking about the first Yinyang ambush  where they come from both sides, and the sides are closed off by fairies with spiral danmaku. How do *you*, the dev, not die in this part?

Other notes:

- Medicine can randomly die in the vertical part with LOTS of Yinyang orbs.
- There isn't much actual use for the Slow mode, is there?
- Medicine's attacks are so rad. They also cancel bullets, awesome!


tldr: not enough power to the player...


To all my fallen comrades who gave up trying to reach the end, I show you my playthrough.

Most ordinary day in Gensokyo.
The style and the funnies are quite uplifting. I had the best laugh in months when I saw the Orange reveal!

Also AoCF stands for Avocado of Charred Crust.

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Come on, come in! It's not too late! We wanna see! Update with the fix!

- Gotta say, why make the items the same colour as some enemies?
- KInda questionnable gameplay thing: the hitbox is the entire sprite when unfocused, and the small circle when focused. That sure was confusing when I died to a missile that clipped my foot (as a Touhou player). Is it by design?

The mix-and-match part of the shottype is interesting though.

- Really easy for a SHmUP boss.

- Chiyuri's lasers really confuse me, but I didn't take that into account for rating. Since I am used to Touhou lasers having a warning laser, I figure that's a me skill issue.
- Yumemi however is annoying as a solo boss, because of how frequently she moves. (Yet somehow she was easier than Chiyuri for me.)

The style's incredible, it looks both retro and modern, like how.
Overall, very pretty and really cool game albeit *very* short.


lol

Say, how many maps are there?
I went through 23 unique ones over 42 I got through, and for all I know I may have missed specifically 5 or 6.

Cool game but it's a bit quirky in interesting ways.

My impressions on my first playthrough:

- Is Marisa's movement supposed to be that slippery?
- In the PoDD stage, after going for a few minutes Marisa seemed to go so fast she phased through hazards and souls... Had to restart. She really got too deep in the dreams lol.

On subsequent playthroughs Marisa was not on crack anymore, and I managed to beat the game. Turns out that it's a perfectly chill and casual game when It's not bugging.

It also turns out that the framerate affects the game. And for the first time ever in my life, the game seemed to be bugged when my monitor is set on 60 Hz instead of 144 Hz. Usually it's the other way around, my mind was blown.


Other comments:
There's something that is almost hypnotic about the infinite straight paths through the scenery.

Would have liked audio feedback for collecting and losing souls.
But good Eternal Shrine Maiden arrange.

Idk if the others noticed but we're literally travelling through the eras of Touhou.
- Animal Realm (today, also Animal Realm and Hell have been very big world building elements),
- Land of the Backdoor (Okina, a Gensokyo Sage who's been acting in the background, starts revealing herself in HSiFS and will influence the later titles),
- Dream World (DDC and LoLK, marking the start of the 2nd Modern era of games with a standardization  of the Touhou games' bases - heavy world development involving the Dream World too),
- Forest at foot of Youkai Mountain (MoF, 1st game of the 1st Modern era, which brings a new engine to the Touhou games)
- Bamboo Forest of the Lost (IN, probably the flagship of the "Classic era" in terms of introducing beginners with a forgiving challenge, and featuring characters from the other two of the "Trilogy". That said,  EoSD and PCB may as well be flagships in their own way.
- Probability Space Hypervessel from PoDD, from the PC-98 games, the "Retro era". Magnificent.


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Hello it's Medal again. I'm just going to copy-paste my notes here:

- Gameplay: There are some instructions that are too vague or not specified enough. There's a bit of inconsistency in the notation and some overlooks but overall pretty good.

- Concept: Really fun! Loving the synergy between the characters, and the puzzle aspect of the enemies.

- Visuals: Rating on the character art alone. That's pretty high, loving the designs in there!

- Balance: It's a forgiving game that focuses on having the playables kick ass.
Though with a full party, the final boss can easily get steamrolled, I wish there was scaling for Sariel at 4 players.

Additionally I made footage of the game (this is the SCUFFED/JAM edition). And yes that means I had to create a mod in a virtual table.
To anyone interested you can watch/get playing here:


Now I gotta. Scramble. To rate the 30-ish remaining games lol

Wow they noticed me!

Regarding 3.a.: It's most likely because of how damage by bullets seem to work as described in the rulebook.
If I remember correctly, it says that whenever a bullet occupies the opponent's space, they immediately go to the Blocking phase, skipping the Defense phase where one would play the Defense card.
That means that as long as the opponent has spirit points, they will always block bullets and spend 1 spirit, regardless if they had a card in play or not.
This is why there was so much blocking in my gameplay footage.

Fun and hard. I believe the most interesting thing in here is the touch of strategy in letting wasps steal points or not. That scores pretty high in cool concept.

And when I say hard, it's NES levels of hard. There's little room for mistakes but I still managed to beat the game (yea I did not expect that this was not an endless game) - so I want to show what it looks like to my fallen comrades in the comments below.