Danke!
Ran d'Reille
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Wow.
This game is way beyond overkill for a game jam lol
Unreal by itself is an absolute overkill, and then there is the map size also.
A few feedbacks:
- Said this in discord, but a QoL pointing where to find the highlight would make it harder for the player to get lost (like I did)
- I think the delay between waves is way too long
Other than that, good work. Thanks for submitting!
Good work finishing your project for this jam.
The plant growing mechanic is interesting. Other than that though, there are a few stuffs that hold back this game:
- Artstyle clash: I have to assume the enemies are assets. Due to the differing pixel sizes between the enemies and the rest of the environment they clash very hard.
- Lack of sound
- Slippery control: This is usually not very good in a platformer
Anyways though, thanks for joining!
Good work finishing your project for this jam.
Artwork is nice. However, the contrast between foreground and background is lacking, making it hard to tell at a glance where the platforms are. The game also feels unpolished and can benefit with a bit more responsiveness (e.g. sound effect when shooting/hitting enemies) as well as QoL stuffs. In particular, having to start from the beginning when you die is just brutal.
Forgot to comment my feedbacks here lol. I already had a few words in discord and won't repeat it here, but I do have some feedbacks that are only related to the gameplay regardless of the difficulty. There many things that can be frustrating when it comes to the bullet hell of the game (Since this is obviously heavily inspired by Touhou I hope you don't mind me comparing your game to it in my feedbacks -- I hope I won't sound too harsh lol):
- Arguably the one thing I find to be the biggest hindrance to this game is the movement. The regular movement speed is TOO SLOW. With that speed there is functionally no difference between using regular movement speed and focused movement speed. If you notice in Touhou, the regular movement speed is usually for macro dodging (moving far far away from harm's way) and the focused movement speed is for micro dodging (squeezing in between gaps) -- here tho, due to the slow regular movement speed, there is no such thing as macro dodging only micro
- The shot types... also functionally makes zero difference unless I am missing something. Both the regular and focused shot types have such narrow range. With both the movement speed and shot type making functionally zero difference, there seriously was zero need for me to use the focused mode during my playthrough
- Lastly, the bullet patterns. The patterns are interesting, but I notice most of them are static-ish patterns; well some are not but most are. I think it'd be more interesting to include patterns that consist of aimed bullets such that bullet routing and "streaming" skills are tested. In this game, I feel like only my brute bullet dodging skill was tested... which is fine I guess, but patterns that have some tricks may be interesting.
- Would definitely also love the QoL where you can track the boss's location at the bottom of the screen lol
Looking forward to if you make another similar game next time; hopefully you will at least consider my feedbacks.
Thanks!
The "Dual Mechanics", to be honest, is more like one is a backup mechanics. I always thought that "loop" for "magnifying glass" is spellt "loop", but when I was halfway done making the game, I found out that the magnifying glass "loop" is actually spellt differently as "loupe"... and so I put an actual "looping" mechanic as a backup to make sure I stay within the relevance of the theme.
Not sure about turning it into action sequence tho... I think it would make it into a completely different game... unless if you meant a stage where you need to be quick and precise with your movement and/or the timing of when to burn certain objects -- in that case I did think about it, but unfortunately I didn't have enough time to design before the jam ended.
My friend, you better show me a video of you doing this glitchless no death all rings before I call my lawyers. Some of your level designs are VERY evil.
My grievance aside, I think this is a winning submission material -- won't be surprised if this appears in the video later. Very interesting mechanic, really good (but evil) level designs, and overall just very high quality, polished submission.
Some feedbacks/things I think are strange:
- I wonder if I am overthinking this but I do not think the spikes add value to the puzzle element of the game. I feel like it is just a completely separate challenge to the main puzzle mechanics.
- For the gun/laser contraption, there is an obvious extreme imbalance lol. The laser is obviously insanely far more dangerous than the gun. Idk if it is intentional but yea I think it's so strange.

The artstyle is beautiful, especially love how well done the environments are.
The rest is passable for a game jam; tho I assume this game is unfinished because I noticed that my characters never take any damage XD (Or does it later? Sorry but I had to end my session early)
Anyway, good work and thanks for participating!
You dropped this: 👑
This is so awesome; you can probably use this as a base to make a really fun game -- very solid gameplay loop! And then when I raised my dragon enough to be able to ride it and found out there are other islands I was blown away!
I planned to only spend five minutes on each submission but I ended up spending twenty because I was having so much fun! I may come back just to play this when I have some time just so I can raise more dragons.
Full 5/5 on all categories from me. Even when taking into account that you used assets, this has got to be among one of the best submission I have ever played in the 5+ years I have been running this jam, if not THE best.
Wellp having played Blazblue and Guilty Gear when I was younger (although I really sucked at it) I know making a proper fighting game is hard, I will be lenient with my judgement -- otherwise I will be writing an entire novel comparing your game to BB and GG which I shouldn't lol. You are challenging yourself to make a new genre this time and for that mad respect.
I don't want to feel like a broken recorder but really; I think I will just be parroting the same praises like always: love the aesthetics, love the music. The story this time is a bit shorter I guess but still it is interesting how each character has their own story (altho dang y u stop at just before the ending you are meaner than Thanos >_<)
Thanks for participating as always!
Sorry for the late reply; have not been checking my itch feed too often recently since y'know, it is not expected that anything important would enter my inbox at this time period.
Here is my answer though: Late submissions in general is an exception not the rule. In this jam it is mostly for those who would have submitted on time otherwise but due to some unforseen circumstances failed to submit -- and thus it is only open for a reasonable time frame and after enough communication with me beforehand. And thus, regretfully I will have to reject your submission this time.
There will likely be another jam in August, so if you are still interested in joining this jam, consider preparing for it -- perhaps joining the discord server and learning more stuffs in the next 5 months.
As for the rule for video games only, it is mostly to clarify that unfortunately this jam does not accept TTRPGs. I am not sure exactly what kind of interactive fiction you are talking about, but visual novels and text adventures are still accepted (altho the latter will probably not receive good ratings unless it is really, REALLY impressive).
In any case, although this time I cannot accept your submission, be proud that you made something regardless! It by itself is an achievement.
Have a good day.
The use of the theme is definitely very creative.
However, I don't think I can play this properly at this current state lol. Consider introducing the concepts little by little; with much, MUCH easier first boss that maybe first throw only one type of notes and really slowly, before ramping up the difficulty for the latter bosses. When you throw everything straight away new players are gonna get overwhelmed D:
Thanks for the feedback!
I definitely considered simply making the bullets just fly directly to the boss when I made the game. I decided not to because I was thinking ahead beyond this jam and say what if I make this a regular metroidvania -- then allowing you to direct the bullets yourself makes more sense. I also considered making one of the boss fights be against multiple bosses, although because coding the health bar would be hell I decided against it.




































