Aaaaa tysm!!! Glad you liked it ^^
KitDev
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Tysm ^^ You can press the icon that shows you the power count to auto-collect all power on screen, though I didn't convey that too well so mb ^^;
I meant to add a level select, but I kinda ran outta time, I know I should have added one already with a postjam update but I've been too busy with other commitments ><; Really glad you like it anyhow ^^
Given we had the same general idea, I've been excited to play this game since I heard of it, and oh my god it didn't dissapoint, the presentation is amazing, and the doll sprites are just, perfect! Also the music is definitely a highlight, the doll select theme has no right to sound as good as it does. The only 2 things I can really point toward as criticism are that
A. The projectiles go way too slow, which makes them feel a lot weaker than they actually are.
and B. The hand icon doesn't exactly feel like it conveys what it does well (It looked more like something used to move around dolls than a shovel equivelent) (Maybe a red X somewhere could help)
Either way, this game was amazing, and definitely worth the wait to play it!
Thank you ^^ Cirno taking so long to defeat a basic was actually intentional since the idea is that they're used in combination with the Reisen dolls, I may have undertuned it a bit too much though, so I'll have to give it another look and find another way to balance it, since I feel like it might be broken if they did half damage as they are rn (maybe a cost increase?)
Also, im gonna be fr, I didnt really consider the front row while coding it, which was a pretty big error on my part, I'll see what I can do to rectify it once I'm able to update!
Tysm for the comment ^^
Thanks ^^
I was actually planning for tower upgrades to be a thing from the start (Theres even an unused level variable that does nothing for each doll) but I ran out of time before I could do anything with them. Though I'm not sure it'd fix the whole snowballing issue since you'd just be able to upgrade the alice dolls for extra power, are there any other ideas you have that could help balance it things?
Ty for the feedback ^^
Bugged in what way if I may ask?
Also about the health bars, that's intresting since I added them specifically since it'd take forever if it was only the same goal as Puyo of filling the opponent's board, though then again there's probably a bunch of different ways I could've fixed that, if i'm being honest the reason i settled on the HP system was just bc I really liked coding the effects, I'm not sure it synergises with gameplay as well as I hoped though
Tysm ^^I'm surprised the bot worked so well since I didn't really program it the ability to see chains since it'd take too much time, so I just made it de-prioritise completing sets of 4 for a while and hoped RNG would take care of the rest, though then again it did get a bunch of lucky chains while testing, so maybe I was onto something ^^;
Tysm ^^ I'm not exactly sure what you mean with the score resetting on death, since it only resets upon game overs in the main games, and I'm a bit sorry, I was kinda burnt out making the final spells so they're not as polished as they could be, I do plan on revamping them at a later time ^^
And I used a custom engine in Gamemaker Studio 2, it's not exactly perfect but it can run the spells with minimal lag at least ^^
I've seen your stream, and I'm so glad you liked the game! ^^ The art team did a great job, and I'm happy the audio balancing was alright (My headphones are kinda fucky so idk what audio levels sound normal to others)
I do apologise for the lack of story though, we meant to have a basic one (Explaining the premise of the game and how the final boss was able to use the mallet), but it had to be cut for time ^^;
Tysm for the kind words ^^
Thank you ^^ Honestly, programming the shot types was my favourite part of the whole process of making the game. There's something incredibly rewarding about it that I can't put my finger on.
(Also obligatory comment about how you should download the fixed version since the original stage 5 was bugged and didnt work)
While the art and concept is amazing, the enemies lack any real feedback for when they're hit, sometimes pickups just phase through you, and invincibility frames just don't work, leading you to lose all your lives instantly if a big enough bullet hits the bottom middle of the screen as you die. Hope you keep at it though, everything else about the game is good ^^












