I appreciate the thought, though! It's nice of you to offer. I have someone in mind if I ever do decide to go for it.
junejijo
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A simply pleasant and stirring experience, this is a gorgeous debut in every sense of the word.
The art is gorgeous and intimate, the music is appropriately emotional when need be, the story itself is just so grounded and filled with natural interactions, I would often find myself forgetting this was a Touhou story of all things. The choice of characters, as others have said, is inspired. I hate grouping characters into "smaller" and "larger", but we really don't get to see a lot of these three, so getting to know them so deeply here is a wonderful touch which lends the project even more uniqueness than it already has.
I found myself sympathetic and understanding to Kutaka's internal and external plights, and to Kyokou's sense of apprehension and nerves for being out of her element; their concerns are just so innately real, it hurts to read at points.
The art, as said before, is gorgeous. The hand-drawn style really sticks out to the eye and the small animations really do make a world of difference; Kutaka being able to fly away, Mystia leaning into tease Kyukou, Kyukou taking the first step... all of it is made real and lends that much more impact to what's happening. And that's not even getting into some of the other stuff. The UI is drop-dead, and the inserts add so much character to an already unbelievably rich tapestry.
The music was so nice too; it lent to an atmosphere of curiosity, anxiety, and earnestness which highlighted the action with wonderful accuracy.
The extra notes unlocked at the end were also wonderful; I wish we could get more of that sort of thing with these sorts of projects. It gives this project an even more heart-felt feel.
I am genuinely in awe, and would love to pick your brain on the more technical stuff behind this project in the hopes I can find some future inspiration.
Well done, team. I look eagerly to your next project together.
A text-based adventure (I love these sorts of things!) which goes into great detail about the average day in the life of Gensokyo. I did manage about six endings before writing this (two good and four ambivalent) and look forward to discovering more.
The sheer scope of what you're attempting to accomplish here is wonderful from a writing standpoint. We end up visiting so many locales and running into so many characters, while also still having both internal and external dialogue regarding our own situation. It's truly so much fun to go through and experience all the interactions. I feel like I've learned a lot about both our little rabbit couple and about the world of Gensokyo itself.
Our two main characters are naturals with one another, and harbor such a wonderful synergy and humanity, it was so much fun rooting for them and trying to place them in the right scenarios. Even the cameo characters oozed with personality in their appearances, which is something I deeply appreciate; some games can treat side characters as obligations or lean on stereotype in their writing, but this does no such thing. It gives every character a unique sense of self, which is wonderful.
This turned out to be such an excellent text adventure, I subconsciously found myself wishing I could see or hear some of the action in a more conventional VN setting. While this sounds like a criticism, I can assure you it's meant to be a very high compliment for just how great of a story this is.
Congrats on executing such a fun concept to perfection.
A very polished and fascinating look at three characters through a unique lens. I found myself interested in the background of the story, as it seemed to be rooted in some other work, but was still able to more or less follow along with everything which was in front of me.
The influences are very obvious, which I don't think is a bad thing in this scenario, honestly. It lends a different angle of the Gensokyan lifestyle which I don't terribly think is explored very much in general. In that aspect, the story earns my respect; the characters are all down-to-earth and speak like long-time friends (and associates, when appropriate.) The world is built impeccably through dialogue, and reveals a very intricate sense of humanity, which I appreciate. It isn't often that the relations of humans and youkais are so frankly expressed and I was pleased to see it tackled here to an extent.
The characters are also peppered in personality. (Mokou being a smoker just feels right somehow, and Youmu setting her swords up next to her as if it were another person was also a nice touch.) Their motivations and intricacies are evident in how they talk and express themselves. Good touches, all around.
The use of LGBTQ themes is some of the best I've seen portrayed so far; it is willing to explore some very personal and invasive topics and does so with both respect and delicacy. You could really feel the plight of the characters as they danced around the topic and then confronted it in a reasonable manner. That's hard to pull off without coming off as a checkmark or otherwise feeling plastic, but you did here.
This is a great work and it's even more impressive when considering the polish it had while also being completed in the timeframe. Please continue to make games in this universe with us!
A short-and-sweet episode which does a great job of hauling you into its world, making you walk around in it, and then pushing you out the door before you're ready to leave.
I have watched no JoJo, but found it easy enough to understand the happenings of the story, and from what I could tell, the writer does a great job blending the two lores in a smooth fashion. This is a relief; if it were more intricate in the JoJo lore, I'm afraid I would have felt very lost.
So let's get to more specific things. Original characters are something which are always difficult to pull off when creating something expected to fit into known universes, but the OC here is effortless. (Keeping it to OC in order to avoid spoilers.) Their motivations are clear, their personality easy to perceive and it's easy to feel for them in such a foreign land. I found their "stand" of particular interest and wish I could have explored that a little more.
The art is also wonderfully done; all three characters are unique and filled to the brim with personality in a way that's hard to describe unless you see it. I deeply appreciated the gradual deteriorations and animations as well; it gave the story a real sense of visual urgency rarely seen in VNs. The "stand" and "character" stills are also great, though I wish they could have been a little more readable.
I am, frankly, upset there isn't more to read. I had settled down for more, but found that the game closed itself out right as it got to the good part. (I likely should have seen this coming all considered, but still, I hoped against hope.) Regardless, the writing itself was wonderful, even if the use of scare quotes felt excessive (lots of 'this' kind of 'quote' in the dialogue 'really' distracted me at times, but I don't really know how to fix that.) It captured the energy of JoJo dialogue while still being accessible. The shift to narration at parts also felt appropriate; the ending of the OC arc is something which will keep me up at night for awhile, given its implications.
Music was appropriate for their respective situations, and the backgrounds were distinctly American when it needed to be and distinctly Japanese when it needed to be. Though, considering the forest is named, it would have been nice to see a forest from that named place included. (This might actually be the case, so feel free to correct me on that if so.)
All in all, it is a shame real life got in the way of this being completed by the deadline, but I am once again blown away by the creativity and execution of concept from Aeon and crew in getting this out for all to see. Thanks so much for making this.
Thanks for all the kind words, Panchamon! I knew you were looking forward to seeing this game so I'm happy it delivered!
I was very nervous about the addition of Hana and M, but I'm glad people seemed to embrace-- and even want to see more of-- that dynamic! Molly did a wonderful job with portraits, Demo made a gorgeous background and mayama did a great job bringing the mood out of the music. All our VAs did an outstanding job bringing life to each character as well, I am very proud of how they ended up sounding.
In our original vision, we would have had a few more surprises with the UI and a separate recipe book, but we sadly had to make some sacrifices due to myriad production issues. I think if we ever revisit the game, we'll definitely try to make those changes a reality.
I'm glad you enjoyed your time! Maybe there will be another chance for Hana and M to serve the denizens of Gensokyo yet.
The idea of an interactive text game is always fun. It reminds me of playing games on my family's old Gateway with Windows 98. So I tend to relish these types of games when they crop up. Unfortunately, I feel like this is a missed opportunity.
The 5W1H system is immediately a limitation and very hard to understand if you're not a text-game maven. Perhaps letting the player know what they can and cannot ask would be good for next time. The penalty is also particularly harsh if you input a wrong command; I immediately died about four or five times trying to figure out the system initially and had to reboot every time. That got old pretty fast. (Though I did like that there was an active food/drink system; that was an excellent addition which gave the game urgency.)
Once you figure things out, it's a very quick game which can be solved in as few as a minute or two, which is a pity because the concept (being trapped by a yandere and having your senses deprived) is extremely solid on its face. I'd have liked the opportunity to "play" with my opponent a little more in order to earn my freedom or to get more personality from our opponent whenever we asked something.
(Also: some help from the narrator would be nice at points to help the player out; otherwise, it just loops around to ope, you're dead, and that can be frustrating.)
There's some cute moments here and there, and the concept itself is good, but the whole package lacked cohesion for me and I ultimately wanted more. With no overhead in the form of art, music or VA, there is plenty of opportunity to explore that space and leave things to the viewer's imagination. If you revisit this concept, I think you'll ber able to find the right mark with a few adjustments.
I absolutely have skill issues with danmaku games, alas, so I can't speak too much on the specifics of the gameplay. (Truly an ironic thing, no?)
But what I CAN speak to is the art, presentation and writing.
It's apparent right away that this is meant to feel very different from normal Touhou fare despite the similarities. There's no score being kept, the cool down/build up mechanics are graphically represented on the left, and-- the most fascinating part to me-- continuing dialogue on the right side over a picture background.
I'm unsure of what the actual intention is, but I read it much like you would poetry, and it most certainly seemed to fit the overall idea of the plot, which is a sprawling, fascinating talk on the idea of relationships in general. Whether the nature of the relationships is work, familial or romantic, and even if it's just relating to one's self or with others, there seems to be a lot to say about boundaries and respect.
It's an angle I appreciate; the melancholic slant lends an unexpected emotion to the visually lovely (though PC-slowing) danmaku fights, especially given you're able to get through them no matter what with the infinite lives mechanic.
I unfortunately played the Jam version, which does not have music, but Tami's work is superb, and in have no doubts it adds to the experience.
The ending is a little bit silly, but with how Komachi is characterized, it honestly makes a lot of sense.
The completed arts are also very nice; backgrounds are pretty without being distracting and have a nice atmosphere. The character portraits were also nice when completed (Rei'sen, however, haunts my dreams.) The sprite art is also wonderful. Yuyuko's especially feels overwhelming to overcome with how big it is on the screen, which feels appropriate. Komachi's is also gorgeous. Lots of subtle details which I could point out and adored.
I wish it wasn't so unbalanced as a game; even with the infinite lives, it was a very high degree of difficulty from the word go. It would have felt more earned to get an ending with a more friendly difficulty setting, but for a first attempt at a danmaku game, it's a very solid effort all around.
I would encourage you to go through the whole game if you could; the third day has lots of story and activity which makes some things make sense.
The choice in question is also meant to feel that way; we wanted the player to be on the back foot and have to make a reasonable guess based on background after having their hands held for a bit. We were also a bit restricted for to some development issues; our original vision was a bit more involved.
I'm at least glad you seemed to enjoy the art and acting; they're what really makes this story come alive, so the credit goes to them for that.
Goodness gracious, what an outstanding job. This VN packs wallop after wallop, and it just leaves you breathless on the canvas. A truly audacious 15-20 minute trip.
The concept is so ambitious, and needs to be so carefully told in order to feel authentic, and the writing accomplishes this as if it were nothing. It's truly something. We don't see this sort of story told terribly often in Jams, so it's lovely to see it front and center here. The fact it takes place primarily in the Outside World is notable as well; it adds to the feeling of dread of being somewhere where you're not meant to be. Grade A work on being efficient and punchy in such a short period.
The clever use of complete art scenes to "show, not tell" is powerful in this story; seeing the characters emote said more than words could in the most pivotal moments. It certainly helps that the art is gorgeous; the portrait styles in particular were attractive to me. Watching the transformations of the respective characters was a treat as well; it really lent credence to the idea of time passing and going along on this journey with them.
I believe this your first time participating in Touhou Jams, and I am so very impressed with what you've brought to the table. Please, do more of these.
I'm still sinking my teeth into this since puzzle games are most certainly not my forte, but this has a simply outstanding feel, aesthetic and polish which fully-fledged indie games would be jealous of... I am stunned you pulled this together in two weeks.
The puzzles and mechanics are easy to pick up and hard to master, and just challenging enough to pique the brain while not being overly frustrating. The art is simply gorgeous; super poppy, squishy and cute with a dash of mischief in there somewhere. This may also be some of my favorite music I've seen in a Jam entry so far; I love the bouncy bass and the playful high notes harmonizing with each other... and don't get me started on the dynamic mixing. Simply gorgeous.
Y'all should be proud of yourselves.
Hey Medal Hunter, I always appreciate your candor with comments, so I'm happy you enjoyed our entry so much.
To read how much of an impact the writing and presentation it had on you truly blows me away; as a writer, I always strive to make sure people can relate to the stories I try to tell, so to hear it does is wonderful. But our voice crew and artists really brought everything to life, and I wanna make sure they get their due too; I'm so proud of them and their choices for every character.
Our original vision would have been even more involved as a player character, but we had some circumstances out of our control impact the production, resulting in a switch to a more dialogue-based "serving" menu. I'm glad you still found enjoyment in the choices system even despite that! (We hope maybe someday to make the game in a fashion that is closer to the original vision.)
And yes, I love that mission too; I cannot help but admit that certainly did play a role in the creation of this game, most especially in the drink descriptions.
As always, Fenny, your creativity and earnestness shines through in this little project.
There's something about the combination of the art and the prose which lends a feeling of comfort and familiarity while also navigating through some subjects which can be a bit dark which jsut completely draws me in. The concept of couple's therapy for various Gensokyan denizens is a fantastic one and I really wanted to see where it would go. There's great potential here, so it's a shame we couldn't get a full version in time. I'll most certainly be interested in any more updates you might have.
This VN takes about 10 minutes, and is a short and sweet (emphasis on sweet) little read.
I find myself intrigued by the idea and potential of this story; Chimata has always been a fascinating character to me and this story makes an attempt to create some interesting characterizations for her and some of the other, newer characters. I'd have loved to see it more fleshed out, but I understand this was the team's first attempt at a VN and had a lot going on, so I can't judge too harshly. The Outside World stuff was a tad confusing (a fuller explanation for context would have certainly helped in this respect), though some of it is no fault of the writers; "rainbow capitalism" can sometimes have a negative connotation, so it was hard to shake that out of my head when reading, which likely impacted my perspective at least a little bit.
All in all, I found the premise to be solid, the main pairing to be particularly interesting and the writing to be very sweet and full of innocence and compassion. If there's interest in making this a bigger project, I'd love to see the final project. (Also, props to making it support multiple languages, that's something which isn't in many of these submissions!)
This game is an intriguing little romp, with all endings taking about 20-30 minutes or so.
The presentation and writing very much reminded me of games from the "Umineko" series; I'm unsure of if it was an intentional homage or not, but I really liked how it looked on-screen and felt to read; it's immediately engaging and very different from the usual VN fare we tend to get. Raiko's appearances were also an interesting choice for a VN; it's yet another aspect which adds spice and variety to the game
I also appreciate the family aspect of the great tool chase arc; I feel that is a severely underexplored dynamic in Touhou Jam games in general, and this game did a good job of trying to show off how some of these dynamics worked in a way which made sense.
The true ending is perhaps one of the boldest and most daring I've seen in a visual novel in some time. It takes unbelievable moxie to make something like that work, and the degree of difficulty is exceptional. You pulled it off, and I have to tip my cap towards it. (Though, I admit a little surprise, as I didn't get the impression from the prior stories that Seija's relationship with Shinyomaru quite went like that.)
(A small, but not game-shattering critique: art/music was a mixed bag. Aqwa's portraits were outstanding, and the Touhou remixes were also very good, but some of the background art and "cooldown" music were ill-fitting to the point of distraction. I cannot help but wonder if more appropriate backgrounds would have enhanced the experience just a little more.)
Overall, I found it to be a very unique game which took some intriguing choices and ran with them. This game knew what it wanted to say and was not afraid to say it. Even relatively mundane decisions could put you somewhere unexpected, and that's not something every story can say. Great job to everyone who participated in this project!
This is a cute little story which can be read through in about 15 minutes or so, with very down-to-earth, realistic conversations between its two characters which makes for a nice emotional ground. It certainly captures the nervousness of young love in a way that reads well.
However, it was often confusing to parse what was thought and what was being spoken aloud due to formatting errors. There were also times where there was too much text and I could not scroll down to read it before having to move on. That was a little disappointing, as I hate missing out on story. The font is also rather impossible to read; not so much the black/white nature, but simply in that it was very thin and elaborate, making it difficult to decifer between several letters. This greatly impacted my enjoyment of the game, as I could not help but to be distracted by it. The lack of a true ending also felt, well, not great?
All that said, Marisa and Patchouli's characterizations are on-point, and the ending dialogue is a nice and memorable killer; some of the most clever writing in the whole piece. The music is also lovely, it was perhaps my favorite part of the game and the part I felt had the most polish. Backgrounds were very, *very* DIY VN (complimentary) as well. Not a bad effort all-around, just some things here and there which could use improving. Be proud of what you were able to accomplish and take away some lessons for the next time!
Thank you for playing!
The Jam version is a fair bit unpolished because we ran into some circumstances out of our control with about two days to go which forced us to switch engines to make sure a game even got out. We're very thankful the organizers allowed us the time extension in that sense. 😅 The original idea of the game would have played a lot differently; I hope we can get back there at some point.
I'm glad you enjoyed what we did have on offer for Cold Open; as the lead writer, I wanted to ensure a lot of different stories were being told which may not otherwise get shine. As director, I also wanted to try some things to add to the experience (such as the VA) and everyone did an excellent job. It sounds like you fell in love with a bunch of characters, which I appreciate!
As for your inquiry regarding M... That's a bit of a mystery which is will be left up in the air for now.
Thanks again!
Thanks so much for the kind words!
The art was so cool, we ended up changing a lot of the tone of the game, and I think it worked out for the better. We wanted to get that "learning how to ride" feel to it while still being fun enough to engage with, so I'm glad we were able to hit that mark for you!
Thanks so much for the kind words! That was the exact musical feel we were going for, so I'm glad we hit the mark well there!
The scrolling is something we tried to fix but still don't have a solution for at the moment, but for a future update, we will definitely make note of that.
I'm glad you enjoyed the art direction as well, we really tried to go for something different there, for sure!
Oh goodness, thank you so much for such effusive praise!
Speaking personally for a moment, I had a great time writing the narrative for the game, and really enjoyed bringing the characters to life that way.
The narrative was actually inspired in part by Mollyyncy's art; when she gave me the first drafts of each character, I switched a lot of stuff around and it worked out really well, I think!
Her work, as well as the work and input of the others on the crew, were very instrumental in getting this done.
I am happy you found it to be a pleasant experience.
I love a good low-poly game and this is about as good as it gets aesthetics-wise! The pixel art is a delight, the accompanying music is also wonderful, and the simple controls make playing a breeze. It could be hard to differentiate running lanes at points, but it was otherwise a very good experience!
The introduction is so beautiful and comfy, I think I said "aww" out loud. Good job on that one to the artist and composer combo. (The drum hit on the lost life was particularly fun.)
The gameplay concept you have going here is awesome. Very floaty and free-style danmaku gameplay that feels natural and lived-in. I know some said the control scheme was a bit strange to get used to, but for whatever reason, I picked up on it right away. Loved it, gave it a very high mark.
Some issues emerge deeper into the game though; I had a hard time knowing if I was hitting Cirno at all, as there's no UI or indication she was taking damage. At some point, I found a soft spot and hit her for 30 straight seconds and... nothin'. But I won't let that detract from what was overall an excellent idea made possible. Would have loved seeing this get some more time in the oven.
The concept and game mechanics are very fun, I had a great time figuring it out. The controls were unwieldy at times-- but then, a giant snowball going down a mountainside would be unwirldy-- and that added to the zaniness. The pixel art and music are also excellent. One minor quibble is that I wish the fairies had more variety of shot to make it tougher, but all in all, a wonderful entry!
The premise is cute, as is the art, which very much reminds me of old Flash-era games. The chiptune music is also very pleasant, so props for that! I have to echo the sentiment of others on here though and say the game feels much too slow to do anything with; one mistake and you've pretty much lost the race... and it's VERY easy to do that when your max speed is 8 MPH or some such. If I could have more control over how fast I'm going, I think it would feel a lot better. That said, the "spin to win" mechanic is actually fairly clever and rewards risk with a fairly useful benefit. Good job!
It took me a bit to figure out but once I got there, it was a nice little experience. The artstyle is very cute, and there are a number of visual gags I greatly enjoyed. The gameplay loop was pretty fun was well, even if I did not quite understand how serving a drink worked. Having music and SFX would have REALLY ramped this up, but overall, a very good solo effort!
This is a simply lovely concept for a game, and I really did want to play more of it; I was sad to have ran out of time. The art is beautiful and fits the mood, the music is simple but pleasant to the ear, and the gameplay was very relaxing. This reminds me in many ways of the game Coffee Talk, which I adore; if there's ever an update in the future, I really hope this game moves in that direction of being a slice-of-life simulator. I'd like to hear about what the girls are up to and give them a drink for their troubles and the like.
As always, a polished work in the way of writing and game structure. The stamp of a good writer is here, that's for sure. It takes a lot of forethought in order to make this sort of game and create these kind of characters.
Going for the Ace Attorney feel in just three days is a bold concept, and to a degree, it does work! But I cannot help but express frustration that there was no real explanation for how presenting evidence worked; it was unnecessarily opaque and a major roadblock to my enjoyment, as I was stuck for over half my time trying to figure out what I was doing wrong.
The game itself was also shockingly short compared to some of your other works, and I am still not sure how I feel in the end about the plot.
The gameplay is solid once you wrap your arms around it, and the writing is sound too. Looking forward to your future entries!
It took me a bit to figure out what was going on, as the game itself had no explanation, but once I got around to figuring that part out, it was an intriguing defense game presented in a way I don't think I've ever played. IT was very challenging and you always have to be on your toes, especially in the beginning, when you're still trying to get your bearings in on how everything works. Alas, it was hard to get attached because with no sound cues to know if fire had extinguished or if ice blocks had broken, there was no real sense of urgency. No music also left it a bit empty, but overall, this is a great effort gameplay-wise for a one-person team, and I hope you keep up the good work in the future!
The aesthetics and feel of this game are wonderful. Felt like I was playing an old arcade shooter like Galaga, especially with the sound font of the BGM. The screen shake/slowdown effect is really cool, and the action is constant. I'm not quite sure what the aim of the gameplay is, but it is still a neat experience!
This game was pleasant to shoot around with for a couple minutes, but 1) some stakes and 2) some music would have been nice in terms of keeping me invested. The fundamentals of a good game are here; it feels good enough to keep up at and the graphics are really nice. Just feels a little empty after that. Not a bad effort overall! I hope to see more from all you folks.
Hello!
The Portuguese/Spanish thing is a known bug in the 1.1 version, which I was about to write in the game notes. The original Jam version does have the functioning Spanish translation if you would like to see that. We're also aware of the textbox issues and are working on updating those when we can. I'm sorry if it impacted your enjoyment of the game at all.



