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Nirengeki: Double Strike's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #955 | 3.600 | 3.600 |
Fun | #1133 | 3.250 | 3.250 |
Overall | #1189 | 3.350 | 3.350 |
Originality | #1892 | 3.200 | 3.200 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Join together with your trusty drone to take wing against the forces of Oni, the evil space overlord. Nirengeki: Double Strike is a space shoot-em-up made to fit the theme of GMTK GameJam 2021: Joined Together. The player controls a fighter-ship with the keyboard, and a drone-ship with the mouse. When joined together the drone adds an additional gun and additional thrust to the fighter-ship, increasing both offensive power and maneuverability. When separate, the drone allows the player to retrieve pickups, such as new weapons, additional ammunition, fuel, lives and energy cells. The drone and gunship can combine their power to unleash a devastating laser attack between them, evaporating enemies and bullets alike. Destroy the enemy ships, collect power-ups, and post your hi-score in the comments!
Did your team create the vast majority of the art during the 48 hours?
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
We created the vast majority of the music during the game jam
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Comments
This really isn't the type of game I play, but MAN WAS IT FUN! The shooting was fun, movement felt floaty at first but I quickly got used to it, the enemy variety is awesome, and the music is crazy good!
I don't even have much to suggest improvements-wise, it's a really solid game. I think I may have found a new genre to try, so thank you!
二連撃は本当にいい
Thank you so much! We're glad you had fun ^_^
Cool shooter ! That's the first one I see in the jam =) !
I must admit that I had to read the comments to understand the relationship with the theme (and to learn some mechanics ^^'. The game being in a different window than the description, I couldn't remember everything I read).
The music and art are really on point, and overall, the game was enjoyable, good job !
In the future I think we will set aside time for a tutorial level to teach the player better.
We're glad you liked it! And thank you for the feedback. ^_^
This games really fun! For 48 hours, really great job you got here. It's polished and fun and honestly I think I had a bit of a powertrip playing through it.
Thank you! I'm glad you had fun. :)
Pretty good game!
It took some time to notice the little drone thingy and I didn't know what was connected here but it is a really good idea. :D I liked the arts and the music.
Well done!
The drone and fighter ship are Joined Together through their symbiotic relationship that is explained in more detail in the description & "How does your game fit the theme?" prompt, and can be physically Joined Together by docking the drone, or Joined Together by the Nirengeki Double Strike Laser System that fires a massive laser beam between the two.
Perhaps adding a tutorial level would have explained things better, we just couldn't find the time.
I'm glad you liked it! :)
This game is really polished. Maybe make the controls less slippery?
The slippery movement seems to be a common feedback. I wanted to try something different from genre conventions, but it ended up backfiring. Not every risk is a good one!
I'm glad you like the presentation, and I hope you still had fun! :)
Its true. I think there is something to that. The bullet patters are very tight typical of a bullet hell like this one. Maybe if you had patterns that went more with your movement you could do what your trying to. Just thinking on it. Very good looking game!
After spending more time here that I’m willing to admit I have to say I really liked this. The whole experience was very polished: smooth controls, nice visuals, cool SFX… Well done! Now I’m in the mood for bullet-hell games.
I'm glad you liked it! We are very proud of the visual/auditory presentation :)
I really want to do a shooter one day, so I was very interested in your game.
The ambiance is very nice, the music really nails the space shooter vibe !
The controle are very nice and the effects are goods too !
Very nice entry !
Thank you so much! We are very proud of the visual and auditory presentation of the game.
Shoot-em-up mechanics are fairly simple, so it left a lot of time for creativity and polish. We had a lot of fun making it. :)
The controls in shoot-em-ups are usually incredibly precise, but your ship was a bit slippery. I did like the presentation though, and the concept was pretty interesting.
The slipperiness was meant to be accurate to how an object might actually move in space. I agree that it didn't fit well with the rest of the game, and goes against genre conventions.
I'm glad you liked the presentation! We took a lot of pride in the work we did to make the game look and sound as good as possible. I hope you had fun! And thank you for your feedback!
Awesome job to the team! Controlling 2 things at once was challenging but fun :D Super neat entry to the jam! Please check out mine when you have time.
Thanks, I'm glad you liked it! I'll check your game out, it looks promising ^_^
Juicy touhou-like was fun to play. At some point enemies stopped spawning? Dunno if I just completed the game or if that was a bug. If I did complete it, then it was rather easy to be honst.
We had a script that continues to spawn enemies at an increasing rate, even after the boss is defeated.
I think it got broken somewhere in the last hour before submission.
I'm glad you had fun!
Oh no, I know that feel haha.
The controls are not very clear. Took me a while I have to use ctrl to 'link' the ships. Not sure if it's chrome being weird or what but my game crashes/closes shortly after pressing ctrl.
It seems that Ctrl was a poor choice of buttons for a web browser. We won't be making that mistake again!
The ship's controls felt way too slippery. I frequently slid into bullets and joining with the drone would exacerbate this issue. I liked how you can't pick up things without using the drone giving the player a good incentive to split up but I didn't feel like there was a real incentive to stay merged. Even barring the control issues I never felt like I had a lack of firepower when split up with the standard weapons and the combination laser attack felt stronger when split up since you could aim it anywhere. The ammo and fuel also felt too generous to really matter.
We wanted the ship's movement to feel accurate to how an object might move in the drag-less environment of space, but perhaps this was the wrong choice for this type of game. I agree that pinpoint movement would have felt snappier. Not every risk ends up being a good one! Balance issues are bound to arise with only 48 hours to jam, we chose to err on the side of "too much" ammo/fuel because it was more fun that the alternative of "too little".
If we continue development after the jam these are issues we will address. Thank you for your feedback!