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Utsuhoagie

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A member registered Feb 27, 2024 · View creator page →

Creator of

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Oh nah don't worry. The comment is raw and I really appreciate that. But this game was definitely not among my better works, it was my first time working as a solo dev in a jam team and I got overwhelmed.

Thanks for the sincere comment! Although remember that this is a jam game with limited time worked on and multiple different members.

The level design is definitely one of my biggest regrets, I used an artist's draft design as a guide to draw the cave on top, and I didn't think about how small it would actually be to play in. 

Asset works (art, music, SFX) were made by other members, so I can't comment on that. But I never knew about pitch randomizing, thanks.

The BG was tough, because I was given BGs that didn't fit into the level well, so I tried to speed them up a bit to at least be able to show more of the BG.

The menu had music and you can use arrow up/down to select different options. Suika's 3 heights are used instead of a traditional arrow/highlight, as if she is looking directly forward at the currently-selected option. But if you use mouse controls then it's not there.

Thank you for trying our game!

I chose the controls to be similar to usual Touhou games, plus with D/C as up/down for easier intuition. Although, you were the first player to have *complimented* the control scheme, lol

The audio is definitely mostly untested, I only gave each SFX an estimated volume and it might've been too loud (I'm guessing the ground stomp, Suika getting hit, and the boss' defeat are fairly loud?)

Thanks for noticing the slopes! That was actually very hard to do for me, taking over 2 of the 7 days. The approach I chose did allow Suika to behave *mostly* fine on the 45-degree slopes, but she is still hovering a bit for the gentler slopes, and some other weird issues with landing/jumping.

The parallax was definitely rushed, as I needed to change the parallax speed to fit with the game's level, so it could be inconsistent. The platform lacked assets, so I just used our previous game's platforms instead LOL

Definitely a bug then. Did you remember if you did anything special before that? In development, that happened if I only playtest one level separately, so maybe it could be a problem when you resume the game in the web version, for example?

Thanks for playing and the detailed feedback!

That part was intentional, I tried to design a couple places where you needed to resize midair to get through, although maybe they weren't so intuitive. In that section, you should start as medium Suika, then jump up, and then immediately scale down. The momentum is kept by medium Suika's stronger jump, but only small Suika can fit through that hole

I find the stomping a fun little extra, especially for some sections with multiple grounded enemies and you can just bounce all over them before even touching ground, lol.

The level design I tried to follow an artist's rough sketch, and also tried to make the cave look more detailed and not too simple, so I hand-placed much of the curved angles, protrusions, cracks, etc. It definitely turned out more cramped than I thought though, I was thinking maybe about 30-50% size increase would've made for a less cramped experience.

The platforms are actually placeholder assets that our artists unfortunately didn't finish in time, so I just reused the drop-through platforms from Split Inchling (our previous game) LMAO

Although, I definitely made the game restart just the last level you were in, including the boss fight. Sounds like a possible bug.

Heads up to any players: The web build has audio issues with music, although 100% playable otherwise. If you want to have the best experience, please try the Windows build instead. Thanks

Thanks for playing!

Yeah, the cave design was more cramped than I expected, so there's not too much space to play with the 3 different sizes

She do be smashin

Thanks for playing!

Yeah, we tried quite hard to design levels with desync to fully utilize the reflection gimmick. That level actually has 2 ways to progress: either you jump near the end to desync the 2 Shimmy's (because the top one has 2 tiles of space but the bottom one only has 1) and then continuously jump, which was my intention; alternatively, you can also use the desynced jumps to nudge one Shimmy off the other one's position, and this way you don't need to jump continuously, this is due to the blocks being fully solid and wasn't intentional, but is equally valid.

Thanks a lot for the compliments! It was a great concept that mushgunAX came up with, and we're glad to have realized it!

And yeah, that level was my design, and looking back at it, it was definitely one of my lesser levels. Initially I wanted a kind of "save the clone + infiltrate the castle" kind of level, but if the clone did nothing then it's just a basic platformer level.

GOTY

GOTY tbh

Really fun game! Puzzles are fun and about the right amount of challenging. However the rising pillar one was a bit annoying if you mess up and need to wait to pull it down again, which is too slow imo (rising speed is perfect though)

Not sure why the lasers sometimes deal more damage than usual, but fun game! Would've loved even more laser buffs though lmao

Sorry to hear that, it's a common criticism we had. The hitbox basically lasts only 1 frame so the orb should already be close to you when you swing, rather than pre-swinging. The post-Jam v1.2 did fix this by making the hitbox last much longer, if you'd like to try it.

Regardless, thanks for reviewing what you could!

That doesn't sound right. I tried playing the web build as well, and still have a pretty fast speed that's easily distinguishable between unfocused and focused, you can check the YT clip below. Is your speed close to that?

2024 04 16 20 33 56 - YouTube

Thank you for the compliments!

Which build were you playing on? Is it the web build, or any of the Windows downloads? On my PC, Mizuchi's speed works as expected on stage 3, and when focused she has a white circle over her sprite showing her hitbox just like the official Windows games, and she is slowed to about 45% of her normal speed, using a speed multiplier, so it's technically impossible to have her focused speed *not slower* than her normal speed, unless her normal speed is somehow extremely slow. Does your game have any FPS abnormalities (too slow or too fast)?

And also, the melee swing on stages 1 and 2 are also a common feedback we've had, currently it is pretty big (especially on Mizuchi's sides), but it only detects the orb for 1 frame when pressed, much shorter than what the animation suggests. Our latest non-Jam build has fixed this, if you're interested.

Regardless, thank you for the comment!

Thank you for the compliments!

We didn't have much time to playtest it or add QoL fixes unfortunately, but we've included newer, post-Jam versions on the game page, if you'd like to try it out!

Thank you for the compliment!

Just found this out, thank you for reporting it!

Really fun game! I love the artstyle, the WarioWare style gameplay, the music, the dumb little texts, Byak just straight up breaking the door, and even the reward you get.

Insanely fun, and I also love the TV smacking