Fantastic concept. Did any particular game inspire it? The combination of turn-based and real time reminds me of Valkyria Chronicles. This kind of gameplay has a lot of potential!
illusorybread
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Fun game, it gets really intense haha. The art is very cool -- I wish the entire game had committed to the pixel art aesthetic! The bullets and subpixel movement somewhat clashed with it. It was also a bit difficult to know when I got hit. I really enjoyed the music, it fit the frantic action very well.
Kana mention 🗣️ That was fun! This game has a surprising amount of combat options, and on top of that add the sword switching, wow. I remember a Youmu platformer was a fangame idea I thought about for years. I will say that I think that with some tighter physics & movement this would be really solid. Lastly, I appreciate how forgiving it is letting you restart screens without losing progress.
I’m so happy for Reisen and Youmu.
Thanks for playing! We actually did think about implementing obstacles pretty much just how you describe, and it was going to be one of the sabotage options, but in the end we scrapped it as the deadline approached. The boost pad skill was taken from there. In the end, I found it a bit hard to balance all the gameplay elements as they interacted together and small changes seemed to greatly affect difficulty (non-linear systems, woot), but I'll take note. I'm sure there must be a simple solution. I'm glad to hear you enjoyed it and that you liked the music and visuals.
Thank you for your thorough review. I certainly made the game with a specific audience in mind, and I wanted to do something with all the trivia I've gathered over the years, haha. I was looking forward to see how ZUN would have played... sadly they didn't play it that time. I agree about the music, but I struggled to find an appropriate replacement. In the end I decided to just publish it as-is. Thanks for playing.
Akyuu is one of my favorite characters and I like the look and feel but found it so hard to play T_T I don't understand how the clock works, and it's too easy to run out of energy because you can't easily know how much energy you have left, and then you have to start again... That aside the writing is pretty good, I really like your writing.
I feel like there is a veeery slight delay between when you press a key and when you start moving or ramp up speed, and likewise there is a small delay between when you lift the key and stop moving, or when you suddenly turn from left to right. Does movement have any acceleration, or is it instant? I think it may be compounded by two things: Shinmy not having a walk animation (granted, because she's in her bowl), making it feel like she is sliding; and the subpixel movement when you go fullscreen. I noticed you are using Godot, and there are some settings relating to that last point, but they changed in Godot 4.x so I'm not sure how they work now. I know that in Godot 3 you enabled 'viewport' strech mode, 'keep' aspect, and GPU pixel snap in the project settings, so that your game scaled in a pixel-perfect way when you change the window size.
Pretty fun, I love the style. I had some trouble with the bosses but it was just a matter of learning their patterns. I must say I'm not a fan of the slippery movement; also the resizing results in some inconsistent pixel sizes, and the window scaling makes it so you can move in sub-pixel amounts, which clashes with the otherwise retro spriting. I think that with snappier movements and art made to scale you'd have a much tighter experience, though of course it's pretty good as-is.
I do love amassing an army of fairies to do my bidding.
I like the basic mechanic, but I wish it was easier to gather your fairies after you send them to pick up something and they return to the gap. Lots of walking otherwise. Being able to zoom in or out could be useful too. Though I haven't played Pikmin before so I don't know if the game should have these things or not.
The art is very cute and I like the 2.5D style and the animations.
Yuuka and Wriggle, partners in crime. The art is really cute and the gameplay is very polished. The setup and the levels fit the characters perfectly.
Each level took me a few attempts while I learned how to play, but at first I didn't get what the win condition was (getting the vibe meter to the max). Fortunately it is very forgiving as you can just try again. I'm sorry Yuuka for failing you 6+ times.
The game has a lot of potential, I'd love to see more levels.
Pretty nice arcade feeling. The scaling effect is pretty neat (I'm biased because we did something similar in our entry, lol). I like the art. Like Medal says, I think the shooting & reloading mechanic could have more involvement in the game. Maybe you can get a speed bonus for every enemy you take down, and you could have a small QTE to reload each bullet faster. I also think it would be good if headshots had a damage bonus. Lastly, all this is missing is a 2-player mode, haha. Nice work.
Balancing characters with the addition of effects is very interesting. But in general I agree with Worm38. I think the game could use a slower progression to introduce each character more gradually. I can imagine a series of levels where you only have to deal with basic characters + one character with effects, so you can get used to them. In addition I think some of the effects were pretty complex, and some levels had too many characters...
I think some useful mechanics could be displaying the total weight of remaining characters (the ones you haven't placed), and an undo button.
But anyway! I'm having fun with the game. The art is really cute. I like time mode because you can play it more with intuition.














