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Strelly

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A member registered Sep 18, 2016 · View creator page →

Creator of

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Thank you so much! Very glad to know you had fun!

Yeah, maybe a bomb, or a similar mechanic would have been cool, allowing to use it maybe once or twice during the whole stage as a panic button.

And of course! The more people that can enjoy the game, the better! I was also happily surprised when I saw your team's game available in spanish, I remember telling Kayo about it.

I will never forgive the browser!

Thank you so much, it makes us happy that you enjoyed it so much!

It's definitely a bit hard to grasp the difficulty level once you've played the game enough so it kinda becomes second nature, so it's something that we'll pay more attention to in future projects, for sure!

Thanks again for checking it out!

I was, and still am, a bit confused. Since it says Work in Progress, I didn't know if people were supposed to try it and rate it yet.

Since I saw a dev active in other games ratings, and it already has ratings, I decided to play it for a bit and give a rating, although it seems to still be quite incomplete.

If an update happens I'll revisit.

Fails to initiate texture manager on linux :(

Playing the web version made my computer struggle more than monster hunter wilds, so to anyone looking to play this, maybe try the desktop version. The game is worth giving a try.

Thank you so much! We are very glad you had fun and enjoyed it!

The music was made in an attempt to represent both couples, so the first one is a mash up of Alice's Romantic Children and Marisa's Magus Night, hence the name Romantic Magus,  while the second one is a mashups of Sekibanki's DDC theme and Kogasa's UFO theme.

The protagonist couple's theme was made attempting to intertwine their motifs together, and even playing at the same time during parts of the song, in an attempt to indicate that they are really in synch and working together as a couple. Meanwhile, for the antagonist couple's mash up, I avoided to overlap their motifs in an attempt to indicate that maybe they aren't as synchronized as Sekibanki and Kogasa, and they are merely fighting alongside each other, and not necessarily fully together as a couple.

All of this to try and empower the protagonist's through the music and make them feel stronger as a couple than Alice and Marisa in the triumphant finale. And I'll take you recognizing it as just Marisa's theme as a success!

Thank you so much! And don't worry, you are a real gamer in my heart.

Thank you so much for checking the game out!

I assume the stiffness you describe about Kogasa is due to the delay before you can call her again? There are definitely some kinks that could be ironed out!

ahhh! gotcha!

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I came back to it and finished it, it's still my favorite game of the jam, no one is immortal, but I think most people can still relate to some part of Mokou's mentality.

Also, it's just a cute love story.

As for gameplay, the puzzles right after I left off were a bit on the low side, I find the umbrellas very unpredictable and somewhat janky, there was one specific level in which there was an umbrella, a ghost and a fairy on the right side, and I could not kill the ghost and the fairy without alerting the umbrella somehow, I had to lure the umbrella away and kinda cheese the level, almost getting caught when pushing the boulder to the left hole for the exit.

Another bad puzzle example was the one in which you have to kill 2 ghosts and then just push a rock all the way around to cross a river, more than a puzzle, that's just a chore, there's nothing to figure out, you just push the thing like 10 times.

There were some other puzzles where I felt like they were more about seeing if you could "perform fast enough" be it by killing an enemy, or moving something out of the way before an enemy sees you, while not offering something to figure out, and I feel like puzzles shouldn't be about JUST execution, but about figuring how to solve it, and once you do, it should be generally smooth and consistent, even if you still need some skill to execute the solution. (Obviously, exclude the Tori gate rooms from this, as those are combat oriented.)

The puzzles with the logs at the end were pretty cool tho.

Please take these puzzle critiques as a sign that I like this game enough to care and share some possible tips you could keep into account. Do not take it as me saying the game is bad or something like that.

Good job, and congratulations on the game! Will wait for the last 5 stages.

Cool that you made a Nintendo64 game.

Uh... Yeah. I never want to look at Tewi ever again.

It's stuck at the main menu for me, no key or mouse button does anything, but I'm playing on linux so it may just be that there's some weird incompatibility with proton.

Nice kiss scene

I'm not sure if I'm doing something wrong, but I couldn't beat a single encounter, I could never do enough damage.

Never bet on Freak Report... That horse RUINED my life.

Mamizou

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I played until I got an error "TypeError: can't access property "mv3d_sprite", args.target is null", it was right at the beginning of the fourth set of puzzles, when Mokou and Keine travel after the old woman recognizes Mokou,

I accidentally talked to Keine while trying to push a boulder, and then hit "x" to try to skip it, but it burned her instead. Maybe resetting the level while in dialogue is what caused it or something, I don't know.

In any case, regardless of that, this is probably my favorite entry for the jam (from the one's I've tried, which is around half of them), very unique!

Really, good job with the game!

Thank you! Yeah, it's pretty tough to get introduced and used to the gameplay in just the 10 minutes it takes to complete, that's why continues don't really do anything other than reset the points, but I can see why having to continue a lot can get frustrated! Thanks again for taking the time to play it and enjoying all the little details <3!!!

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It also softlocks for me when having to put the sprinkles!

Edit: seems to not happen in the desktop version, so maybe it's just the web version being a bit more unstable.

I couldn't beat the second time trial :(

But was interesting seeing a racing game in the jam.

Also, for anyone trying, you select tracks with "z" (I think).

Very interesting game!

I haven't seen that many turn based shmups, but that's not because it's a bad concept, I guess people hasn't started exploring it much yet.

good job to the team!

Thanks for playing! We're glad you found it enjoyable!

It exploded...

Very lovely, I found a couple of spelling/grammar mistakes, but very minor, and also, the quit button in the main menu maybe shouldn't be in the web version, as it just softlocks the game until you refresh, although this isn't really an issue, specially if you were already going to stop playing, but  just to let you know in case you missed it or something.

Happily surprised with the multiple routes.

The visuals and audio work are top notch and the story is very comfy.

I personally got the quiet ending, probably because I just tried making friends with everyone, but after I'm done playing the rest of the submissions, I'll definitely come to check some other endings.

Congratulations to the team, I think everyone's effort showed!

thank you so much for the praise! ;;

Oh! It makes me really happy that you noticed and enjoyed the little background happenings, we tried our best to make the world feel alive with those, at least to the best of our capabilities for a jam!

Thank you! Very glad you enjoyed it!

Thanks for giving the demo  a try! I'm glad you found some enjoyment in it, and thanks for the feedback, I'll note it down so my future projects can be better! Although I also don't rule out coming back to this game at some point and doing a big update with some overhauls like that. Can't believe it's almost been 1 year since the release of the full game.

I'll wait patiently then! Thanks!

Hi! Is there any chance there could be a Linux version of this?

very fun!

Alright! Thanks a lot for testing it more.

That's a lovely photo, seeing my little game running on a handheld machine gives me a warm fuzzy feeling, so thanks a lot for sharing!

I'm back, I've been trying to reproduce this bug with a couple of controllers I have lying around, these being the switch pro controller, an arcade controller and a knock off playstation controller and I can't seem to get the bug to work.

I'm testing it in Linux Mint, what distro are you using? And also, do you have any other controllers you could test it with?

Thanks!

Thanks a lot for trying the game out and for the input and support!

I'll be taking a look at the issue and if I can't reproduce it I'll hit you up to see if we can get more specific info!

Also, I hope you are doing well bsan!

Hi, thanks once again for your comments, let me try to answer all of them.

"If you choose the "Exit Room" option while you're dying (during the screen fade), nothing really happens and you continue to just normally be reset instead. You have to wait to be able to move again before you can exit the room."

This is intended, and the same will happen when you are warping to another place or using the normal exit to the room, while doing anything that requires a screen fade out, you can't exit the room or retry. Because it leads to some problems, but if I ever figure a way for said problems to not happen, I'll definitely let you exit the room while in the middle of a fading action.

"Sometimes the Sound bugs out, as there's either no BGM or no SFX playing. I'm not sure what causes this, as quitting the game and rebooting it seems to do the fix. It might have something to do with hitting the "Main Menu" option at the 'wrong time'. Or not, who knows. I can't reliably reproduce the issue."

So there are still audio bugs!!! Yeah there are some problems with the audio when either dying or watching cutscenes because the gameplay audio bus (which manages the player sounds and some other things) is faded out, so if something happens that prevents the audio bus from fading back in, it will stay silent. Which I thought I fixed, but I'll have another look at it.

"Not sure if intentional, but the character faces the direction they entered the room with."

Yes, it is intentional, the same thing happens if you fast travel, just a small detail to add to the immersion, it shouldn't affect anything as turning around is done instantly and doesn't lose any time!

---------

Now for everything timer related.

When making the game, I made some decitions based on the idea that I didn't really want to make it look like I wanted people to speedrun the game and that taking your time with the challenges wasn't a bad thing. I wanted to enable the option, but not really make it look like the goal, that's why I ended up scrapping a "reset room" option in the menu which would make you start from the beginning of the room and restart the per room timer.

For that same reason I also scrapped the idea of saving the best times for rooms, which was planned at one point.

I don't know if that was the right decition of course, since having a best time and the option to quickly reset challenge rooms would lead to more replayability, but it was something that felt right at the time.

My assumption that there being a best time or the option to reset the room would give that impression may as well be wrong, so I can play around with the idea.

Spoilers are okay, just make sure to say it's a spoiler discussion in the title and everything should be fine!

Thanks again for taking the time to play this little demo! <3

Hello, thanks a lot for the feedback, the challenge room names is a great idea actually, I'll write it down and start thinking of names for the challenges, I'll see if I can figure out an unique name for all of them.

As for the timer, you can actually turn on a "per room" timer in the options menu, that timer will count up from the moment you enter a room to the moment you exit it.

Another timer option you have to time things is the free timer mode, which you can reset at any moment and will count up until you reset it again or you turn it off.


Thanks again for sharing your thoughts with me, it means a lot!

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Hey!

Thanks for sharing your thoughts, very good points you make, number 1 and 3 were things I considered for release, but ended up not implementing because I wanted the game out, was losing steam/motivation for developing it so I didn't want to be stuck trying to implement those features, even though it'd have been simple, but it was a lesson learned for next projects.

Number 2 I didn't even consider, I never thought about how I never specify which pickup is which, same with lives and bombs. It should have been there.


As for homing, it was also considered and implemented, but it made the game too easy, mainly because I didn't take the time to balance it around homing. That would have costed a lot of time so I ended up scrapping the second shot type.

Thanks again for your detailed feedback, I appreciate it a lot <3.

Have a nice day!

Hey! Thanks a lot for taking the time to play this little game and for leaving a comment! <3 The game was in fact inspired by Touhou Project, so I'm glad it reminded you of it.