that's actually true man you're right
Ian JCV
Creator of
Recent community posts
Thanks for the detailed comment! The game is actually based on "Learn to Fly," an old Flash game.
As for why the prices and achievements are wacky, I only managed to get all the logic complete 30 minutes before the submission deadline, and I didn't use the extra day given to everyone to add anything since it was technically complete in time, just couldn't be uploaded.
Hi!
I'm an experienced game designer, writer, and programmer looking for someone to cover the art side of my projects. They may be commercial or not, I'm just trying to make something creative and really want cool art to accompany it. Message me here or on Discord. I don't care if you're a student, professional, hobbyist, as long as the art is cool and you wanna make stuff, either full- or part-time.
Discord: autismspirit
Thanks! Strelok has outdone himself once again for this one, hopefully our next game will be even better looking.
And yeah, because we aimed for the highest quality possible we took until the last day to set everything up and finish the programming/art, since everything's done from scratch. I am planning on finishing writing the game, cause I think we had a cool concept going for the planned story. Didn't even have time to use all 6 characters we had made, lol
Both Reimu, Marisa, and Nazrin use actual voices cut up into parts. Some are betteer than others, though, because of time constraints, since I did everything apart from the art on my own. Reimu and Marisa use samples taken from the Musou Kakyou anime.
Making the noises intelligible enough to not be too annoying and also not coherent enough to form random words was a huge challenge though, so I'll probably update it at some point.
Yeah, the collisions were probably the hardest part to figure out and fine tune. I've had to go back and forth quite a bit with my artist, whom I had only told to "draw a level," and that "I'll figure the rest out." Probably not the best idea in hindsight, but I think it was the only way we could've finished this game on time. All the art in the game took about 80% of the dev time, so I couldn't really add much more.
Thanks for playing!
Quick edit: the collisions in the last level are actually fully 2D, while in the rest of the game every scene is three-dimensional, everything is mapped out with 3D colliders and rotated at a 45° angle.
I definitely could've expanded on the danmaku elements, adding a better boss battle to the end. It would probably have been possible in the time frame, but I spent too long on debugging and getting what I had playing as well as possible. It's still kind of rough, but oh well, at least I submitted on time.
Thanks for the kind words!
Thanks for taking the time to write this! This game was made for a jam in very limited time, but we're definitely considering updating it and adding more features, like an ending, for example!
Currently there is no way to beat the game, as it was kind of meant as a very short experience to just check out and rate. It was balanced around 3-5 minutes of gameplay at most, before the player's supposed to see pretty much everything the game has to offer. If we do update it, we'll for sure add more things to see and maybe rebalance it to be a little longer.
Thanks! We wanted to make a quick game that would be fun for both myself and the artist, so we decided on simple gameplay and a fun art style. I was kinda bottlenecked by the speed of the artist for most of the development time, though, so we couldn't really add much more to the game.
Koishi is actually trying to get the flan from Cirno, the corndogs were just a little joke we wanted to put in the background.









