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nolavthe

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A member registered Apr 26, 2025 · View creator page →

Creator of

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insane amount of arranges for this boss rush. I only played with the first shot type and found it quite fun having to get the items to suck in and shoot at the enemies. Though I’m not sure if taking the abilities is worth it since i dont know if most of them can even do damage.

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Very cool presentation and I like the twin stick gameplay and boss fights. Some of the enemy stage designs are also cool, especially with how there is an entire bestiary for them. The stages though are way too visually busy and you can’t really tell what’s happening at all. It’s mostly the fault of the triangle (items?) which can have the same colours as enemies and bullets and so you can’t really tell what’s going to hit you and what’s not.

This was made in scratch? That’s damn impressive because you somehow got better presentation for your game than mine. It’s still rough around the edges a bit, but good job.

I like how the homing shot only homes in a bit after they’re shot. It makes a cool little hourglass pattern.

The difficulty was on the easier side for the most part, and that’s not bad, but there are some patterns that do randomly have a slight spike in difficulty compared to the others. Also, tsubaka’s bomb seems to deal so much damage that it instantly skips most patterns. Should probably be nerfed a bit, or since this is an extra stage should not deal damage to bosses at all. You already start the game with 8 lives so it’s not like using the bombs as a clutch to skip spells is a concern.

I feel like the bosses could use some more movement. In most of the patterns they just stay in one place and don’t move, which is good if you want consistent patterns but I do feel like it makes them a bit… lifeless?

me neither

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Menu button navigation set on automatic and enter instead of Z for pressing them 0/9

It does have a Fumorin enemy, Yuuko, and Ran (Rabies) so +3

The dialogue animation and sounds are funny.

Those animated red bullets give me a seizure -11

so overall 21/9

Really fun game and concept! I really like the art direction and story.

Although I wish the indicator for how much you have left on the absorbing was shown on the ship itself rather than on the corner of the screen. I think the border does shrink a little when you use it? But it’s really unnoticaeable. Also idk if i’m just playing it wrong but some patterns feel like they have too much health (especially the third one). It’s a good thing the game restarts you from the beginning of each pattern because I died a lot. The distortion mechanic also does feel a little inconsistent with what it can stop and move.

big number is funny though im a touhou zoomer so i dont know how these types of cancel focused shmups work

What appeared in september pumpkin for you? It should have 3 parts, a circle enveloping around you, bullets coming at you from ringo, and lasers from the roof.

fish

some stories do have one off references to each other. Eventide has a reference to Tamako and the Kutaka story has komachi mention dragging a child’s soul across the river (This one was completely accidental lol)

MOKO

KEINE

MOKO

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I had fun micromanaging the different worker priorities and finished the game in 20 minutes.

Characters could be less one note by having more abilities than “do task more efficiently”. More like Reimu. Upgrades could also do with some more variety. The OC has no distinguishing features and I feel that would’ve been fine if she had unique upgrades that would turn her from a basic worker into a unique powerhouse.

Akyuu should cost more than just 99 because once you get here you just spam bell upgrades on kosu, bow upgrades on marisus, and focus the other two on clap and money, then the last worker becomes the one you juggle with.

Game doesn’t have a fullscreen or resize option so i played it in a small window making it hard to read. Upgrades should be a row for each character instead of a long grid that makes it hard to find what you’re looking for.

The web version plays very weirdly for some reason. I’m not sure why but the windows version played a lot smoother.

Also, don’t use lerping for item collection.

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Really nice dungeon crawler. The art style is lovely and the tracks are good, ESPECIALLY the final boss track.

The gameplay is neat but does suffer from a lack of variety. Every floor has one single enemy, aside from a random(?) event in a closer that made me fight an enemy from an earlier floor, so fighting them gets repetitive. It would be nice if Marisa’s hitbox was a little more clear because lots of the patterns have micro dodging.

There is stuff to be said about balancing. The MP potion seems really pointless, because in exploration moving between rooms regains 5 MP while in combat just waiting gives you 15, in addition to 10 health. So the 20 mp from the potion doesnt seem worth it other than speeding up mp regen during exploration. Also, I’m not sure if it’s intentional but the damage dealing potions only last for 2 turns in practice because the turn you use them will deduct 1 turn from the 3 turns they give, meaning if you don’t attack with the enhanced damage type in these 2 turns you basically wasted a turn by using the potion.

Some QoL stuff that can be added is giving Marisa a faster speed while exploring and increasing animation speed in battle and transitions. Also, should let you use a potion whenever because you can’t discard potions otherwise.

Some more item types other than potions or an equipment mechanic to change how your broom does damage would be nice to add if you decide to expand this game.

Edit: Also forgot to mention but the starting cutscene dialogue has white text over a bright grey background which makes it hard to read.

the returning bullets become easier if you stay in the middle of the screen rather than the left

maybe that’s why nazrin is there. She was on her way to sue the frog before orin turned her to a corpse

ayo frog stole shou’s pattern should be copyrighted for that