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IamaMedalHunter

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

Recent community posts

Strongest Youkai Mountain squads VS weakest fairy friend group.

I don't quite see how the supposed Scale theme comes into play here but capping the last shrines after the entirety of the mountain rushed into the smol fairies and failing is just really fricking funny.

Aya was downed by Cirno, Momiji was crit'd and OHKO'd by Clownpiece, and Nitori... Nitori has chosen peace :)

Love the fresh take on Sokoban, clever levels!

Word of caution: the beetle's pushing behaviour is really freaking weird if playing with monitor refresh rates above 60 Hz.
I heard of people having to hold the keys for more than a couple seconds, and in my case my refresh rate was so high Beetle could not push boxes at all.

*You should cap your game's framerate*

Cirsyphus.

It's pretty neat, retro feels!
A mix of a rail shooter and one of those first person shooters where you point your gun at criminals while sparing innocents.

The gameplay concept though, it kinda... shoots itself in the foot? Somehow I didn't see much point in shooting and stopping to reload if you can just run past enemies and around bullets, so that you can outrun your partner. Whether I was hit or I "didn't play as the game intended", I just didn't feel any penalty for that - I'm not sure if that's what you wanted for the game.

It doesn't help that I feel like spellcards don't help that much - I had run over innocents with Meiling's spellcard, and Sakuya's spellcard accomplished nothing much for me?
(I don't quite understand what Sakuya's actually does, though I did somehow snipe innocents that were probably too far for me to even see lol)

That said, the gameplay feels fine and very responsive, I did feel like an action protag while playing the game, bang bang bang!
I also appreciate the balance given to the partner - I was worried I'd be outdistanced by stopping to reload, but it turns out it's fine. I also noticed there's rubberbanding on the partner, good thought. (If you're wondering, I spent an entire game as a pure pacifist lol)
The style is so nice too!

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Nice atmosphere and aesthetics.

The writing huh...
  I seriously can't tell where the story is trying to go... And the first game Mystery of Youkai Mountain doesn't quite help.
  We don't learn anything on why Yuuka's stuck in the Youkai Mountain of all places, nor why she's fighting the Tengu.
  We hardly get any evolution in Yuuka's reason for being in this dream, and Yuuka's "insecurities" (it's Doremy mentioning them) don't get resolved even by a bit...
 And the way Yuuka gets back into her home is just to beat up the baku, instead of whatever may be causing Yuuka to be dreamstuck in the first place? Do we know if Yuuka wanted to learn something or not? - I would have liked to know what consequences her fight with Doremy would have had.
  The ending with the new character doesn't bring anything relevant to the story neither... Not even a clue nor a serious lore hook...

Hello, the game does not do anything when I start Time Trial or VS CPU mode.

The timer does not start, and the CPU doesn't move neither.

I really want to try the game though, I like Lily White.

AKA CIrno keeps getting concussions from bumping her head into ceilings and walls.

I really appreciate the polish brought to the gameplay:
I'm impressed by how the camera is perfect and the gameplay without any bugs. If there were any, that would have ruined everything!
Even more appreciated is how the path clearly tells which way to go, and where not to fall.

It's a simple yet difficult, fair game, and the challenges across the maps are varied!

Game crashes when it tries to start Stage 1...


___________________________________________

ERROR in

action number 1

of Create Event

for object obj_checkpoint:

Error defining an external function.

Uh oh, the game's framerate is not capped ROFL - the whole game ran at 2.4 times the normal speed due to my 144 Hz monitor LOL. Seeing the balls and bullets go so fast is hilarious.
Don't worry, I could complete the game by setting my monitor on 60 Hz.

I really like the free-flight movement in this HRtP-like.
Wakasagi looks adorable.

Pretty cool to play around with actually. I spent like 10 minutes in the experience.

In this experimental build there's no win condition. nor real stage or obstacles to really test the gameplay with.

You can also never get caught with the lantern off.

So guess what? I imagined that Kyouko is the actual stalker! LOL
Echolocate Kogasa, carefully move right on top of her, and then BOO! Lantern on her head! I like to think I've out-surprised the surprise master.

I can't believe I got roped into learning History facts to win at a Touhou fan game. (actually one of my weaknesses. am not at all interested in Historical facts)

Half of my playtime was me Alt-tabbing back and forth between the game and the search engine. I guess it's fun for fans to compare Touhou lore and Outside World dates, even if it may not suit the tastes of everyone. That's what kept me going.

In a way, it's about how the Outside World is reflected onto Gensokyo. Pretty clever use of the theme!

And then I tried the latest postjam version. The EXTRA mode is actually fun. No time for research, just what I've learned before, quick maths, and my gut feelings. That was the highlight for me!

Also for those interested there's a sukusuku.

The game is purely incredible. The quality and polish is just extremely high for a 72-hour project, like, breathtakingly.

The core concept is so well executed, and the levels fun. There are too many compliments I'd make so I'll say my favourite things are the night sky background and the mirror shatter effect.

Watermelon

Roukanken Reflect ~ D.U.M.B. is a really good game.
It's something about swordsmen parrying and sending attacks back to the sender, you know?

Said swordsmen also need to be aware of what they're doing, it cannot keep happening!

"Renko, would you still love me if I was an axolotl?

Neat core mechanic, clever puzzles!

Yukarilotl

This is extremely clever and amazing!
I've spent like half an hour getting high reflection rates. There are 14 at the time of writing, and oops, I got my name on all the current Top 3s.
Like, seeing the reflection go through the level and knowing that *I* can totally do it too is a hell of a motivator.

It's as they say, mimicry is the highest form of flattery.

Also I've donated a level too! "Crumbling Cave". I did not think I'd spend one hour making a level.

It's quite impressive to make the screen transitions and screen-flipping work! Hope no one throws up from motion sickness :P*

Also for some reason, crate infestation

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We have reached a point where Touhou became so popular that we have a doujin story of Touhou about Reimu meeting a doujin version of herself because people were writing doujin about her inside the doujin, just like how we in real life write Touhou doujin. And the doujin doujin became reality thanks to Gensokyo (lack of) common sense.

P.S.: Can't wait to see the reaction of the children when they get to the part where the big bad Mima becomes protag of the week and bullies: A gatekeeper, a girl who has nothing to do with the rest, Alice the Witch of Death, an Ice-manipulating girl and her best friend, a blade-wielding maid, and a powerful bat-winged being.

Charming and simple puzzle game- Wait those are my words too!

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Honestly pretty cool, reminds me of these Game-n-Watch type games!

Though I have things to say about the gameplay:
* Knowing when Seija can shoot would be good. Nowhere is it indicated she has 2 shots on cooldown.
* The Two-Lane Reflection ability is kinda confusing too. As reminder:
- Shift Z = Middle + Bottom
- Shift X = Middle + Top
- Shift C = Top + Bottom
This mapping and wording made very little sense to me at first.. It's just not quite intuitive to me (though I'd like to hear what other players say about it).
Why not put it this way: Shift reflects where the non-Shift version doesn't reflect? Like:
- Shift Z = All but Top
- Shift X = All but Middle
- Shift C = All but Bottom

Once I got somewhat used to the gameplay, the game seems a bit easy? Heh. That's fine I guess, the core concept is awesome. Doing reflections back to back without missing any needle feels so good!
Just make sure that Seija's shots do not blend in as much with the background. Even if it doesn't affect the gameplay, it'd be nice to see that your own shots hasn't vanished into thin air.

Marisa does a big oopsie and turns it into a banger game.
With... Battle Network movement and parrying?? Holy crap!

Amazing! It's like a Gensokyo-style Punch Out!!

Play Golden Wind during Meiling's 7-Page Mudas

Haven't gotten around to try version 1.1 but it's nice that you thought about the less skilled players.
Personally the platforming is pretty great, and the mechanics awesome.

Secretbanki is front-facing.

Sunny really taking a look at herself. Sunny is cute.

Extremely clever puzzles! Including the "jumpscare" puzzle, that's my favorite. (To people reading: there's no actual jumpscare but you'll know when you see it)

Now. How does this have anything to do with brain freezes?

It's been a long time coming but we finally have Maribel simulator!
The puzzles' introduction and escalation are really smooth!

So Merry's kinda like a chameleon then. Except instead of seeing multiple vision cones, it's planes of realities.

The Doremy part confused me a bit but overall it's fine.

Original Character sweep!

The story is amazing! Takes me back to my days of binge-reading Touhou fan comics, it totally has the vibe and  mysticality of my favorite doujins!

Also Reimu didn't break someone's kneecaps for this incident, what a rarity.

The game is simple yet oddly beautiful.

There may not be intricate art assets but the aesthetic is gorgeous to me. Moreover the uses of the colours and of the effects! I wish I had a Bad Apple!!-type reflection too.

I want to be haunted by a tiny angry ghost fairy. Where fairy?

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Pretty good for a Jam project! Deeper and deeper into the Earth we goo, hope we don't reach the other side of the planet~

Only truly relevant thing I have to say is that the HUD elements do obstruct the view of anything behind them. Making them transparent when an enemy or Yuuma is behind them should fix that.

I have some thoughts about the game balance:
- It's a pretty casual game, with no sense of urgency or escalation. That is fine.
- Though you can preemptively shoot fairies who are always in the oil spots which you know where they are.
- And you can tank damage and keep going with the oil you find right after, just fine.
- Maybe a motivator to encourage good gameplay would be to give the health bar a score multiplier function! Like, the less health you have, the less score you gain. 
- And maybe make fairies not shootable until unearthed (wow that sounds weird). It's possible to snipe fairies that are way offscreen below. Neat and bizarre but that's your call.

Overall I'm digging the concept! Carving the soil and finding the oil spots is such a joy, quite unexpectedly. Graphics really cute!

But why are there fairies *buried* inside the earth? And so many of them??

Mizuchi wishes she was that infamous.

- Can cheese by staying "inside the borders", the bullets despawn upon touching the borders quite oddly. But maybe that's on par for Seija. 
Also I find that it's not really ergonomical having WASD and Q/E used... Could have used Space key to attack, or make attacking a passive hitbox since attacking is just Seija's sprite touching the enemies.
- The gameplay quirks directly impact the balance of the game, especially the cheese. You're actually rewarded way more points for camping inside a border than trying to play.
Though I really like the idea of being proactive to eliminate enemies as fast as you can, lest you get surrounded and overwhelmed.

Art looks so silly I love it.
The sound of the bullets hitting the mirror, feels good.

"Shinmy come pick me up I'm scared."

Rather unchallenging, what with the controls overkitting and the extremely simple enemies.
By overkit I mean that I think the player has too many abilities, being given the ability to trivialize the sole stage of the game.
It would have been fine without the bullet time key, and the gohei having a (very!) damaging hitbox.
Either nerf the player, or make a stage that does "justify" these powerful abilities.

That said, the concept is really cool! The gameplay reminded me a lot of the Touhou fangame Azure Reflections (yeah that's the name I'm not kidding you) where you can turn around too and have an ability to melee through bullets.

Game looks mighty fine for a 3-day project. Props to the background artist, it's a magnificent dusk sky.

I just wish I knew why we're fighting ducks (quack), and what the story means... IS THAT AN EUROPEAN MEDIEVAL CASTLE??

Flandre stop breaking your toys! They've started running away from you!

RIP Akyuu and Flandre.

Marisa is such a shounen protag.

Touching story that hits home personally, though I'm sure it'll be the case for other readers.
Also the retellings of the danmaku patterns. I could see them as I read.
Good thing there was no Byakuren part because I will never recover from Byakuren denying my UFO Hard clear.

She never hit the corner...

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Finally I can play as the U*O Reverse Card!

The vibe is similar to Touhou 12.5: Fairy War, in that the concept is about using the enemy bullets against them. And that's pretty neat.
I almost didn't get to see the 3rd part of the game because it just stopped after the Letty fight, on my very first playthrough. The convo bugs are weird.

Good old Seija, doing what she does best.

P.S.: In the current build, I found myself wishing Seija's charging was a tad shorter, but the balance is surprisingly fine.

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-