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pontifus

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A member registered Jul 26, 2019 · View creator page →

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Thanks. Always like seeing what I can get out of palettes with relatively few colors.

Thanks ... glad I finally started figuring out how to do a walk cycle longer than 3 frames lol

Thanks!

I like the trains, but also I gotta say, even if it's not strictly part of the jam, the little demo is extremely good.

The background parts especially have kind of a, like, Windows 95 vibe. If that makes any sense. Very cool stuff.

Would be excited to pull any of these bad boys out of a chest.

Haha thanks

Thanks. Not sure the long floor pieces have many advantages over squares at this resolution/level of detail, but one thing I'm sure of is these assets can be used to make some comically tall props.

lol as far as where the idea comes from, we've both spent a lot of time around southern US cultural garbage. Big Mouth Billy Bass is always close to the surface. Though it was also just a good excuse to make up some cryptid OCs for the enemy sprites.

To point out one specific thing I liked about this one--being as vague as possible so as not to spoil things--the idea that a character's previous adventures actually had a lasting impact on them is interesting in this context. Often even official/canon Touhou stuff more or less starts and ends with a kind of sitcom status quo for the characters (i.e., Marisa and Reimu should be about 38 years old but exist in eternal comedy manga time). I'm fine with that, I like comedy manga etc., but I like seeing the alternative too.

Appreciate and am kind of in awe of the effort here, damn lol ... we didn't hit VN-level word counts or anything, but there's like 5k words in there and I'm glad there's a way for people to see them in the jam version without needing to do the grind themselves.

Was looking forward to playing the strategy games this jam, but didn't realize one of them was a King's Bounty/HOMM-type game, or anyway a puzzle game using those mechanics. I think I needed one hint because it took me a bit to figure out how waiting worked and I'm obtuse and didn't read the instructions ... but either way I'm here for this kind of thing. The units feel nice and diverse, especially once you get the hang of the eagles. Also happy to see some Okuu content.

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Haha, thanks for grinding through the whole jam version ... the updated version takes 3-4 hours, which maybe still would've been too long for a jam game, but I think feels about how we wanted it to pacing-wise. I'm glad it is in fact possible to finish in its initial state, though lol

Yeah, bombs aren't really worth the cost in the jam version, though status effects are pretty useful vs. the bosses. The gold fish is always faster than you and was set to run way too often, so you basically never get a chance to attack it.

Yeah, suspected some of these things would be issues and just, you know, ran out of time to try to mitigate them. Eternally failing the don't overscope for a game jam challenge. Character power growth needs to be less rng-dependent, and healing before bosses is a good idea given that the challenge is really just supposed to be bringing the right tools to the fight...at one point Reimu was going to heal you but we didn't end up putting that in for some reason. Appreciate the feedback.

lol yeah, we needed a possessable, scareable NPC, and as unlikely as an actual human visitor to the shrine is, everybody else who visits would've been too big of a threat ...

For me the controls not working issue seemed to happen at random, but I guess it probably has something to do with the movement state that's active when you lose. Still trying to figure that one out.

The VN/interactive fiction entries are strong this time, and this one is no exception. The visuals and music are polished and evocative, and a bunch of ghosts, monsters, etc. being scary via ghost stories rather than actively terrorizing people is a fun Touhou-y idea (I mean if Byakuren won't let them go wild, they have to maintain their mystique somehow...). Definitely makes me interested in seeing more from the team members.

This is a lot of fun, like very fast Gauntlet or something. Also looks and sounds great. I agree that the screen shake in the jam version is pretty extreme, though tbf it seems better in the more recent upload.

Not sure there's such a thing as an unappreciated Touhou character, really ... there was supposed to be some stuff in there about how she feels overlooked as the middle sibling and decides to cause problems for that reason, but then suddenly it was 15 minutes before the deadline.

In theory you should be able to possess the random villager, though not Reimu, but we did have an issue with buttons occasionally not working for some reason. We knew of at least one way you could get stuck in the hold state involving breakable items, but the bag thing is an exciting new one. But anyway, thanks for the comments--this is an idea that I do want to try to get fully working at some point.

If I do more of this, the hat slot affecting the sprite is definitely on the feature list 🕶

Just need to implement sprite-changing stuff in a less haphazard way...

First thing is probably an error related to exporting the game in rpgmaker--good to know that's happening.

The second thing, yeah, I can see how it would be confusing. The thermometer shows the relative heat/hp loss speed of the area you're in, but there's only one level of heat in this jam version, so basically it's irrelevant other than showing you when you're safe.

Thanks for playing and pointing this stuff out.

Extremely into this idea. A more complete version of this could pretty easily become one of my favorite Touhou fangames full stop.

There are a lot of extremely good things about this game, but I want to take a second to appreciate the level music, which is completely unhinged and also perfect.

You can lose, but it's implemented in a pretty barebones way since it'd require standing still for like 15 minutes...not that it'd be a brutal moment-to-moment survival experience anyway, but this is basically a safe tutorial area with no followup lol

I definitely think we ended up with a lack of context around the mind-reading, and I can see how it doesn't necessarily feel like you're pulling ingredients out of people's brain garbage. We wanted to do something with the idea that mind-reading would involve being confronted with several bits of information, but then because of the general atmosphere we wanted, we made it so that there isn't a wrong answer, which maybe confuses the issue. It might've made more sense as a more specific mechanic, like something that opened up extra options.

Thanks for playing and commenting (and mentioning the thing about how Renpy builds distributions). Yeah, we didn't really want it to be possible to fail outright due to the choices anyway, but we had a bunch of ideas for additional character responses and alternate endings that we abandoned around 2am Sunday when we realized we still needed to make sure we had any kind of a coherent beginning, middle, and end.

Haha, I love the overall tone in this one ... the visuals and dialogue work together to make this really memorable and fun.

Fun concept--I agree with others re: wanting a little more feedback on hitting things, but otherwise I'm feeling the aesthetic. I wish this was how everything looked when I'm drunk, but then I guess we can't all be Suika, unfortunately.

Cute premise with fun execution. Really enjoyed this one. I was maybe a little too enthusiastic about the dashing ... but when dashing feels good, sometimes you just gotta die. No regrets.

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Haha, "good Cartoon Network show" is sort of the energy I want, so I'll take it. Thanks.

As a general comment, all these comments have been really nice, and we both appreciate it even if we don't get around to replying to them all. I feel bad that I haven't had much time away from work to play many of the other games. But I will sometime this week for sure.