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Danmaku Issho's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #154 | 3.941 | 3.941 |
Overall | #690 | 3.595 | 3.595 |
Presentation | #1228 | 3.431 | 3.431 |
Originality | #1390 | 3.412 | 3.412 |
Ranked from 51 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?
In the game, you control two ships that can join together as one, with pros and cons for either configuration. Merge and split dynamically to save the world!
Did your team create the vast majority of the art during the 48 hours?
Yes
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?
No
We used pre-existing audio
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Comments
It was a little hard to see things on the screen since the bullets blended in with the background. It's a very good idea though!
Game very well done, very well polished and a lot of fun! I really liked the idea but it's very difficult and if there was the last boss he didn't show up to me! good work !
The last boss doesn't appear. That's literally the only bug in the whole game
Thats sad but still a great game!
Good job! I enjoyed the interpretation of "joined together" with the ships movement being connected and the shooting and movement felt enjoyable overall. :)
The game is difficult, especially with the subject of ship joined together having upgrades. Without them, it's actually a normal bullet hell game with two players. The art is not my style but it's pretty fun and challenging.
This game was pretty difficult, especially when I tried to take advantage of splitting the ship more often. I found myself drawn to playing as one ship, even with the speed. I am glad that the gap between diagonal shots is not big enough for the whole ship as it forces you to split. There was quite the learning curve for the two ships, but it was an interesting challenge. Love the sound and the art, a great execution of a seemingly simple concept!
Really fun concept!
The game was pretty hard because the enemies could come in from anywhere and it was hard to dodge them, so I would suggest making the enemies a lilttle weaker or reduce their numbers... or it could be that I am just not good at such shooter games. You could also try adding various other types of upgrades, all I could get was fire rate upgrades. The game was really fun tho, overall an
Amazing entry!
Ok, this concept is awesome, super original, really like how much the ship grows, curious to work out how big it can get =)...
I'm getting the sense that there's a bit of back and forth with regards to growing a bit, then splitting to reset your size, not worked out how to finesse that yet...
One frustrating thing is when the ships fire sideways, the shots are basically undodgeable...
Lots of fun
Great Idea and I love these types of game. I ended up trying to play as the joined ship a lot, I felt I couldn't handle the double ship mode well. Not that the two ships is a bad idea but I think you need to be very careful because its easy to get overwhelmed.
Great style, I'm awful at bullethells but still had fun!
Top notch gameplay but personally am not a fan of the art style. Really well made for a jam game.
This is a really satisfying game, fun to shoot stuff :)
It's quite hard to micromanage the ships; I thought it was odd that you could control the blue ship individually but not the red one, it would be nice if there was an option for that.
Most fun entry I've played so far! It is super fun and hilariously thrilling to become a huge ship! That said, I can't figure out why you'd ever want to disconnect ships. It almost seems like a pointless part of the game, but I'm sure it's because I don't understand it. Now I could see some potential for a 2player version where each person controls one and can join together after a charge for a limited time. Maybe the power ups they collected individually contribute to what kind of ship they'll form next time they merge. Oooh. Anyway, this is where it's at, right here:
Neat concept with surprisingly intuitive controls. Controlling two ships isn't as tough as I thought it would be, and it was worth it to keep playing to see just how chonky the double ship could get.
I kind of wish you didn't lose your upgrades when you split though. I see why that mechanic's there, but it made me scared to change between modes which is a shame since that's the draw of the game. Fun game though!
I don't see much of a point in the WASD affecting both while the arrows only affect one. It creates a rather hard learning curve for learning to manage both ships separately. I love the graphics and gameplay otherwise!
We thought that forcing people to control two ships at once, even if they were making them do the exact same thing, would be extremely hard and a put-off. You don't necessarily need to manage the two ships separately, even we couldn't really, but that would be an impressive high level strategy. We appreciate your feedback! It may help us if we expand the game.
Man, this has taught me that I am terrible at focusing on 2 things at once. Very good though, controls were tight. Great job
I'm not nearly good enough at this type of game to get very far. I beat the first level though. The concept is pretty fun, but micromanaging both ships is very hard (especially with the dual controls part).
Can't say my hand-eye coordination is quite at the level required to multitask this, so I'm gonna give it a try again tomorrow with a friend/assistant!
That said, I love the artstyle and I think it's cool how they join together. Together.
Pretty fun, i enjoyed it a lot. Im glad it worked through wine on linux!
I miss a spread upgrade, unless multi eventually does give you that. the increasing size is quite interesting but it would be nice to have some other disadvantages too to staying merged.
had a fun time with this one! i like the tactical choice of big ship vs small ships, and the ever-growing size of the big ship means there's a push-and-pull where sometimes you have to "power down" and reset your upgrades
art-wise, i think the game would benefit from a consistent pixel size - like, making all of the sprites the same resolution. this is a good practice in pixel art generally. (the big ship makes sense though, since it's the same graphic upscaled as it grows)
aside from that, it seems pretty well-constructed mechanically and could be pretty sick if given more post-jam polish