Ok, I got all the endings! I got the Sweet ending next, then went back and got all the bad ones ^^;;
Hoping you make another in the series!
This is a pretty ambitious project! I enjoyed it overall, the mix of 2d and 3d was nice, and flying through the city on rails was cool as heck! The gameplay itself was pretty hard... targeting enemies was tough, and sometimes the on-rails camera movement would through me off.
Still, really cool game and I appreciate that you can continue after being defeated! Great work!
Thanks so much for playing! Chaining is important if you are going for a highscore, as it boost points a lot during the "wave" phases. Other players have found that speed-running by pounding single enemies at a time is a strategy they prefer, so I may add a timer in an update for speed runners. But there's no wrong way to play!
Ok, that was charming as hell. I didn't know what to expect going in, but I was thoroughly entertained. Love the hand-drawn art, and the story was cute and great length for a jam game. I enjoyed the variety of gameplay too. The gameplay itself maybe could be improved, and the dialogue probably could use another pass to kick it up a notch.
But despite those criticisms I still really had a great time play. One of my favorites so far!
Thanks so much for playing!
I'm actually think of adding a level time aspect to the game, so that mashing is valid gameplay tactic! Not that it's invalid now, but it does result in a much lower score... but adding time could give it a place as clear speed-running tactic.
I appreciate your feedback! And full disclosure, I've never played a Touhou game either, so this is my best outsider imitation, haha!
Super fun, looks great, sounds great. I could nitpick this or that, but really, what's the point? I loved it.
I actually found it fairly challenging on Normal for my first play through, but after reading comments and seeing other strategies, Hard mode was a breeze. It does seem that focusing on leveling one character is way more important than balancing the different characters currently. The "Mother of all Omelet" could be game breaking depending on RNG. Some rounds I'd get it 5 times in a row, others it'd take forever to come.
I said I wouldn't nitpick but I guess I just did. Balance is probably the one thing that needs some work, as others have stated. But this is probably in the running for the title of best Tengoku game to date. Still not sure if I like it better than 2.5, but it's probably neck and neck now that I've played it through!
Thank you so much for playing, and all your kind words! I'm really glad to see that people are finding it enjoyable! I was pretty worried while I was building it hehe.
Your speedrun strat is definitely a good one, though it'll lead to a lower score! But maybe I should track time too, so players have different goals to shoot for. Thanks again for playing, I'm going to try hard to get another build out by the end of Devtober!
Thanks so much for playing, and your feedback! I agree, the energy pickups need a re-do to make them stand out more.
As for the stage 2 BG, I struggled with that one due to time constraints. I actually threw out 2 previous versions that were too busy, and finally smashed that together just to get something done in time. I'll rework it for the Devtober update!
Thanks so much! I'm glad you liked the eyes, crunched that boss into the last day or so of development, haha. This was a very busy jam for me outside of gamedev....
While the controls are very much geared toward mouse/keyboard, I might play around with gamepad support and see if it's fun to use or not. Thanks for playing, and the suggestion/feedback!
Thank you so much for playing! Glad you liked the animations... I was experimenting with a lower-res sprite style to see if it'd be faster to work with. Still not sure if it is, but I'm happy with how it came out overall.
This release is keyboard only right now, but I do have gamepad support in an update that I've been working on. Unfortunately, I've been incredibly busy and haven't been able to finish it yet... but hoping to get that out sooner than later.
Nice to see a new game from you!
Simple but fun concept that starts easy, but really ramps up as it goes on. Lovely pixel art, as usual. I wish there was a fullscreen mode... I played the web version, didn't see the option.
Great work!
Edit: After looking at your screenshots again, is the Web version supposed to look like this? (The grey box) It looks this way for me on Edge, Chrome, and Firefox. (All PC) Enemies and objects all appear within this grey area, so it's part of the playfield.
First, thanks so much for playing! And congrats on getting all the evidence. :)
I agree it's a bit too easy, but it was made for a game jam, so I leaned towards making it accessible. I'll definitely work on balance and challenge if I work on a larger game in this style. (TBD)
As for your question about the ending... yes, there are two main endings! To get the "true" ending, try finding a different way to defeat the final boss. Thanks again for checking out my game, and leaving your feedback! I appreciate it.
Just a small thought on the collectibles... maybe if score numbers popped up while grabbing them it'd be a little more clear what they are? I wasn't sure if they were suppose to heal you, give you shield power back, or just score. Seeing little numbers popping up as you grab them would give a "score" feel for sure, if that's what you are going for!
As for the final boss arena, I get that it added challenge... it just felt more annoying than fun. I had plenty of challenge from the boss's own attacks. But then again, I'm not a bullet hell connoisseur really, so maybe I'm not the right judge. Either way, I managed to win on "normal" so the overall difficult is probably fine.
I wasn't able to play as much as I wanted due to my schedule currently, but I did get in a good chunk of time. I enjoyed that the main characters were all working adults... that's something you rarely see in the genre. There were a nice variety of characters, though it seemed like the portraits were based off the same template, which stood out to me as the faces changed back and forth, and yet still matched a little too much.
It seemed like there was a good variety of gameplay... battle, story, exploring areas, investigation. I wish I had time to try more, but what I did play was good!
One other nitpick I have is that I found the dialogue font a little tough to read... and considering how much dialogue there is, that was a bit of a problem for me.
Anyway, it's clear you put a lot of time and work into this! Great work, and I'll try to play more when I have time. :)