Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Hildegarde & LombardView game page

Horseback arcade shooter
Submitted by E. Lowell (@838_LWL) — 2 days, 23 hours before the deadline
Add to collection

Play game

Hildegarde & Lombard's itch.io page

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

the game has a hard time with fullscreen, maybe that's because i have 2 of them?

i played it in fullscreen, and then the game crashed when i tried throwing the brother's ultimate attack

It played fine in windowed mode though. Hildegarde is cute and a psycho, Lombard is getting bullied and would rather just get along with everyone i feel. Funny characters. Art is nicer than some DDs ago too

I like being able to aim with Hildegarde. 

I'm not a good bullet hell player, the ice girl made me retry in easy mode, but even there it was hard beating her.

not knowing where your hitbox actually is makes it hard to dodge sometimes, like others have mentionned


Developer(+1)

Hi. Fullscreen and scaling is very WIP. I actually considered making the game fullscreen by default so I could get people to test it, but I didn't want people to get crashes (like you did). As far as I tested it it didn't have any major problems, but I only tested it on my resolution, so I'll have to look at it again. Thanks for the report. I'm also considering adding a tutorial sort of thing for the next DD so hopefully the game will be easier to get into. Cheers!

Submitted(+1)

I find it amusing that lombard is the easier of the two to use now with his homing shots vs having to manually aim with hildengarde.

I got as far as stage 4 this time before I got hard filtered by the pentragram enemy thing that shoots red bullets towards you. It ended up camping at the bottom right corner of the screen and shot horizontally towards me. Not sure what I could've done there.  Also felt like there was a drop in attack pattern quality between stage 2 and 3.

I had a lot of fun though. As a complete casual to the genre I thought easy mode was pretty fair and I especially appreciate the addition of lives + continues tyvm. The music is nice and I thought the story was charming.

Developer

Hello. Thanks for playing! I added a jump command (space bar) this version, but I haven't added a tutorial yet, so you might have missed it. You're supposed to dodge that last attack by jumping over the bullets. I think I'll try to improve the game design for the next DD. I spent most of my time this version looking over the art and making the new shot-types. It's nice to see, though, that the game is getting somewhat funner and less frustrating. Sometimes it's hard to put yourself in the player's shoes. Cheers!

Submitted(+1)

a very cool game, i think it is a good idea how you made the background get darker during the more intense parts of the first fight it made seeing the bullets much easier, during the second stage the ice bullets were blending in a little with the background.

I like that the characters look cute but are kind if violent lol an interesting contrast

the hit box for your character is much smaller than the sprite which I think is good in this kind of game but I had a hard time judging what would hit me, I think if you made the character darker but gave them a bright necklace or something where the hitbox is it would be useful

it took me a little bit to finger out that the spinning cube was a shield but once i did it was very cool and i liked using it

also nice to see a fellow high iq SDL2 chad!

Developer

Hello. It's true the lack of contrast is a big issue; I'll try to make the bullets stand out more in the future. You have an interesting suggestion there; I did actually redraw the player sprite this version to make it more noticeable, but I didn't consider redesigning it to indicate where the hit-box is. I'll see if I can make it more obvious. Thanks for playing! (lol'd at high IQ. I'm average at best)

Submitted(+1)

damn, the art of this game seems a lot more polished compared to when i played it the first time.
also, adding a continue makes the game much less frustrating
the final waves of the ice girl were waaay to hard for me though, like the entire screen was filled with projectiles, i had no chance to dodge them.
great job!

Developer(+1)

Haha, well, the art was pretty bad last time. The horse didn't even have a mane (it took months for me to notice that). I'm hoping to get better with time. Cheers!

Submitted (5 edits) (+1)

Fans of the Touhou Project will feel at home with this one. Many of the core concepts are here. You have a variety of shot types to unleash carnage. Some of the shot types are gimmicky which might be able to be taken advantage of by a skilled player. There's a variety of fun puzzle-like patterns to dodge and there's a satisfying  feeling to learning the patterns and progressively getting better.

However I find that the patterns are a little too simple. I didn't see any that had the intricacy or beauty of some of the Touhou patterns. There's a lot of patterns that are just bullets fired at a straight projectory with a changing starting angle, or just a ring of bullets, or just bullets fired straight at the player. I'm not sure if there was a single pattern I was like "Wow, how was that generated!?". There's also some gimmicky patterns like the square of bullets that breaks down when it hits the floor that you see in the example gif. I can't decide if that's a good thing or a bad thing. Also you can get through the second half of stage 2 on normal difficulty by standing still which is not good game design.

The bosses need to have health bars. Without health bars you cannot gauge  your progress or get a feel of how more damage higher damaging shot types do. There should be a level select option too.

The graphics harken back to early doujin games where the artwork was cute and dare I say "soulful" but far from professional. One of my gripes with the graphics is that the bullets don't really pop out from the background which makes them hard to see when dodging them. Furthermore, there's this one pattern with the stage 2 boss where snow is used to indicate the direction of the wind but I thought they were bullets at first and tried to dodge the snow. Also many of the enemies are just circles which is just uninspired. I do enjoy looking at this game nevertheless.

As for glitches the game crashed on me a couple of times and I think it was always at the stage 2 boss. I don't know if this is a problem with my PC or the game though. I also fiddled around with the options menu and somehow I had it where the graphics were all shifted to the left making the right side of my screen a black void.

At the time of writting this I made it part of the way through the stage 3 boss on normal difficulty.  If I progress further I might edit this comment. I have many more demos to play through and give feedback on.

Overall, I enjoyed myself with this game. If you're looking to scratch your bullet hell or Touhou itch - this will do it.

Developer

Hello. Thanks for the detailed feedback. I do agree the patterns are very simple, maybe due to the nature of the game (x-axis only and relatively short screen), but also because I'm not at that level of programming yet, so I prioritized gimmicks over intricate patterns. In that sense it's probably more like older shooters than Touhou, though I did take a lot from Touhou. I have trouble designing levels; stage 2 in particular I've barely changed since I first made it, so it's shorter and less well thought than the other levels. Thanks for reminding me to redesign it. Adding health bars to the bosses would be relatively simple; I'll see if I can do it.

I changed the palette of the game since the last version, so it may have messed up the contrast between the bullets and the background, especially in stage 2. I'll revise it; I also hate when I can't see the bullets on screen. Those static circles I have instead of enemies have been the exact same since the first version. I tried to change them this time when I was looking over the art, but I couldn't come up with anything better (I can't draw), so I just left them as they were. Maybe at some point they'll stop being boring circles.

I think I got something similar to your bug a long time ago, when I was making the options screen, but I can't replicate it at the moment, so I'll have to look at it later. (If you do finish the game, please do tell me if you have any more suggestions.) Thanks for playing!

Submitted (1 edit) (+1)

Tried my first run using the default skills and without reading anything in the settings menu. It was jarring just being dropped into the game like that without any instruction, it took me a second of scrambling to figure out how to move, shoot, and switch character. I reached the first boss but died, I didn't know how to aim up with the girl for most of the battle so I spent a lot of time doing nothing after the brother died. 

Took a look at the controls before starting my next run, this time it went much better. Killed the first boss with relative ease, but I died very quickly by the ice girl's initial burst. I kept trying until I experienced a crash during the phase where the boss drops the projectile cubes on you: I was under her using the sister, then I used a bomb (white square), which crashed the game. I tried this again and the game crashed again under the same conditions. I went in for a third time, not using the girl this time, and it randomly crashed again. Sucks.

Closing thoughts: the dialogue between the characters is cute, I could get a grasp on what their personalities are like with just a few lines of dialogue. The art is amateur at best but is still very charming, it might even work to your favor considering ZUN. I don't see why I would ever want to use the sister over the brother, considering I have to actually aim with her. I can only assume she does more damage? Anyway, this is a neat little game that I sucked pretty hard at, I can see bullet hell enjoyers liking it.

Developer(+1)

Hi. I'm very sorry it crashed like that. Did you actually go through the game twice after it crashed? I am also sorry for that. I should probably make a stage select option for any future testers. Anyway, I was able to replicate the issue (it's a memory leak due to the game not resetting the stages properly after you die), so I'm going to work on fixing it now. Sorry for the inconvenience. I'm aware the controls are not very intuitive, so I'll try to make a sort of tutorial stage; that's probably a better way to explain controls than dumping them in the options screen. Art is really the thing I'm worst at, but I try to improve it a bit with every version. Hildegarde does deal more damage, but the main difference is Lombard's shot is slower and worse at hitting moving targets (at least when it comes to the bosses) and the auto-aim can sometimes work against you (I think). Thanks for playing my game!

Submitted(+1)

Not much of a bullet hell/shmup player, didn't even manage to finish Touhou PCB back in the day, so this was pretty challenging for me. I managed to get to the 2nd boss, but died without any continues left when her fight actually started. I think the attack she has with the rows of ice is a bit too tight, but otherwise most patterns would probably be quite reasonable if I could see what my hitbox was.

Developer(+1)

Hello. Thanks for reminding me to reset the continues after clearing a stage; that's an oversight. You should be able to continue at least once per stage before you get sent back to the start. I'm not even really sure if I'll keep this system; I'm trying decide on what kind of continue system would be the least frustrating without removing the challenge of the game.  There is an option for toggling the player's hit-box, but it's kind of hidden. You have to press T on the keyboard. As to the 2nd boss's attack, I agree it is a bit too difficult. I think the main problem is the rows being random in addition to being too close together, especially if you're at Hildegarde's speed.  I'll change it to be a bit less extreme. Thanks for playing!

Submitted

Didn't work for me, am I missing something?


Developer

Hmm, I don't know why that happens. Apparently, it's an issue with libstdc++-6.dll. I can't replicate it with Wine so I'll see if I can run this on Windows. Thanks for the report.

Submitted(+1)

No problem, let me know if you fix it

Developer

I might have fixed it. I got rid of the library error, at least. It still crashes on my VM, but I think that's a local issue since the older versions that I know worked on Windows also crash. I also got rid of the weird command line window it spawned for some reason. Cheers.

Submitted(+1)

Yes, it works now! I played for a bit, I really like the full character portraits while they're talking but they make the sprites look a bit too simple by comparison. Bullet hells are already not the most noob friendly games so being on a horse makes it even more confusing for someone who doesn't play them a lot like me. Don't know if there's much you can do about that though, the game seems to play well. The only thing I found awkward was aiming my arrows. It's kind of difficult to manage while doing other things because it's not as fluent as the rest of the controls. Sometimes it didn't change in the direction I was expecting. Maybe it's something you can get used to when you play more.

I'll be honest, I don't even know why Touhou became so popular as I don't think most people actually play these kinds of games. This does really feel like Touhou though so that's a plus. I would recommend you focus on the characters even more as I think that's what made 2hu interesting to people. Good work so far!

Developer

Hi. I'm glad it worked! I was honestly not sure at all it would. Cross-compiling is hard. I did consider making the portraits pixel-art as well, but I feel high-resolution pixel art is actually harder to make look good than traditional art. Maybe it's more of a question of making the game's art better in general. I'll try to add a tutorial for the next version; I'm aware the controls aren't very intuitive.

You're right, most people don't play shoot-'em-ups anymore. Alas! I really like them. They have a specific design philosophy to them. Part of why I'm making this is because I wanted to have a more intimate knowledge of how they're made. Anyway, thanks for playing! (I tried to play your game, but it crashed when I pressed the start button. Probably a local issue. I found the descriptions really funny, though.)

Submitted

I was thinking something like adding a few more shades to the smaller sprites, the big ones are great. But pixel art isn't really my thing so I don't know, traditional art is easier for sure.

Did you try it on wine or a windows virtual machine? I should really do a version for linux in the future.

Developer

I think I see what you're talking about. I tried to add some anti-aliasing to the sprites as well but I couldn't figure it out.

Apparently I can't run most games with my VM (Win7) due to missing libraries (it seems it can run old games like Higurashi but not GameMaker games or my own game), so I used Wine. If I can get the VM set up (I hadn't used one in over a year and just installed it for the hot-fix) I'll see if I can run it on it.

Submitted(+1)

Not a fan of bullet hell, but your is fun enough that I would recommend to my friends that like them.

Developer

Hi. I'm glad to hear that! I'm flattered that you bothered to draw one of my characters. I posted my own fan-art in the thread as thanks. Cheers.