Skip to main content

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

[MMD] Touhou: Gathering Reverie v0.030View game page

Submitted by Animamundi24 — 4 days, 11 hours before the deadline
Add to collection

Play game

[MMD] Touhou: Gathering Reverie v0.030's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#43.8573.857
Fun#44.0004.000
User Interface (UI/UX)#43.5713.571
Sound/Audio#53.7143.714
Visuals(Graphics)#93.7143.714

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

DevLog Link
https://animamundi24.itch.io/mmd-touhou-gathering-reverie/devlog/516477/touhou-musou-roku-v0024-patchnotes

Developer Feedback Questions
How does the game feel? Do you have any suggestions about Balance, Combat Flow, Combo System, and alike? Any feedback is greatly appreciated! Keep in mind that this game is currently playable as 2 players Versus battle only, so feel free to invite a friend to play with. If You find a sudden bug, feel free to let us know, it would help a lot and testers will be credited.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

I have run short on time during the week and I was only able to check out the gameplay video, but this looks like it would be a lot of fun to play (not that I would have been too helpful with play testing probably, I appreciate watching people play but I am absolute garbage at fighting games).  The characters are adorable and the art style overall is looking great, and the moves seem to be diverse and allow for some strategy (at least based off of the character featured in the video).  I know how challenging hit detection and interactions can be in fighting games so I am overall very impressed with the work!

If I needed to be picky and put on my artist hat, my only note would be the animations look a little stiff for a game that relies so heavily on the expressiveness of it's characters.  The primary poses are looking great, but as eventual polish there could probably be some work on the momentum on the character when she flips or rotates during the jumps, and perhaps a feeling of more weight when she lands on the ground.  I will quantify that by saying these are as good or better than many of the animations I personally have done, but a friend of mine who's primary focus is 3D animation would want me to bring it up lol.  

To mention the other side of the character animations, I'm very impressed with some of the lip synching on the close up shots.  Lip synch can be so hard to get right and I found these very believable, the movements looked very much like the character was actually forming the words they were saying.  

Overall it looks like a very good game!  

Submitted(+1)


Combat Flow: I play keyboard and stick when it comes to fighting games and I played with a friend. I like the quantity of projectiles and their movement which allows a lot of potential for safe pressure and strong advantage states. The combos can be very versatile allowing for maximum damage or reset mix-ups. The game is a lot slower than what I'm used to and I think it could benefit from being faster overall. Overall I really like how it's going so far. 


Other than the speed I think more low attacks and an option to quick get up would help a lot. I hope I didn't miss out on those if they're already in the game. There's also a pretty long delay upon an empty landing that I think should be reduced and sometimes the buffer carries an input too long (bug?).


Balance: Not much to say since there's only 1 character. As far as ex and super meter go we haven't been able to find much reason to use the super attack. The ex is very nice and serves many purposes.

Sound: I like the music! I think the voices are out of sync with the mouth sometimes though.


We had a lot of fun though. Would really like to play with the other characters when they're available!

Developer(+1)

- I played with a friend.

As intended! I always like to see the the screenshare streaming of gameplay if anyone likes, but I'm not sure if You would like to be bothered with this.

- The game is a lot slower than what I'm used to and I think it could benefit from being faster overall.

The game tempo is intentional, it is slower than Guilty Gear but faster than Mortal Kombat. I feel the tempo is good enough but looks like the most players are "used to" play BlazBlue and Guilty Gear much more.

- the buffer carries an input too long (bug?).

An intention. Any button You press after landing a hit will queue the next move to be executed as soon as possible, whether as a cancel or after full recovery. With this, you will be 100% sure the character will do what You have pressed, but in contrary, mashing the buttons will lead to spontaneous using of an undesired move.

- There's also a pretty long delay upon an empty landing

Landing is just an animation, You can act immediately during it - moving, crouching, blocking and attack. You can't immediately jump again, cooldown is 12 frames. It is needed to do not make a jump-blocking state permanent.

- more low attacks and an option to quick get up would help a lot.

Character-specific. Reimu has not many low attacks. [2M], [4M], charged [2S] and [jS] after the orb started to roll forward are Low attacks. But her combo potential is much higher if You know how to connect Your moves properly for best results. All her Knockdowns are hard, so it is not possible to get up fast, but by default, You will get up immediately (obviously fast). Character is invulnerable while getting up, except to Super and Ultra attacks, which optionally can be used for extra damage in this case.

- As far as ex and super meter go we haven't been able to find much reason to use the super attack. The ex is very nice and serves many purposes.

Yeah, Reimu's Super is not good enough. Projectiles may miss too often. I think I will add +50 more damage to the Super to cumpensate it. By the way, did you use a basic EX only, or Exhausting Strike (a knock with Wall-Bounce) was useful too?

Balance: Not much to say since there's only 1 character.

Yes, but regards the balance, it was great to listen a critique about too high damage of rising Yin-Yang Saw, or that Creeping Saw was Low attack earlier and it led to unblockable setups with Miko Dive (overhead+Low at the same frame). I hear You say the Super is no match in usability in comparison with EX, so i will care to rebalance it.

- I like the music!

Music is the best. We hired a real professional composer who did commissions and arranged all tracks for us. You can listen all tracks at YT in this Playlist and also help funding the next track at our analog of Patreon if You like. Of course You don't owe to!

- Would really like to play with the other characters when they're available!

Keeping Up the Great Work! Next demo will be at IMG Jam 32, enough time to finish at least one more character. Stay tuned! And Thank You for the best Feedback so far! ^ш^

Submitted(+1)

Well it seems like everything else makes sense!

-Exhausting Strike (a knock with Wall-Bounce) was useful too?

That's the one we used the most. Both as an srk and to start+continue combos. The other ex's I didn't use much.

A lot of stuff to look forward too and I feel the real potential will be revealed once there are multiple characters to play!

Submitted (2 edits)

Hey Animamundi24 👋,


Note: I didn't have anyone else to play with so my focus was on testing the abilities of the character (the yin yang spike ability character).


How does the game feel? 

As a keyboard user, it took a little while to get used to  it, but once I did, it started feeling pretty good chaining attacks together and moving around the fight area.

I like the character select screen, it brings back memories of playing games like Super Smash Bros.


Balance:

It's been a while since I played these games, but it seems like the frequency in which players get downed by attacks may be a bit too high in certain cases, specifically when using the spinning yin yang spike. (However, I imagine this is, in part, due to playing by myself)



Combat Flow:

As lorporlem mentioned, some of the animation speeds seem a bit slow compared to the fluidity of the dash move, for example, I think making animations faster, might make the combat flow feel a bit better.


In your reply to lorporlem you mentioned: 

"The fighters intended to move slow enough so players will be able to react to each other's moves. "

Which makes sense. I wonder if you could somehow show the initial frames of an attack in a slower manner and then the rest of the animation plays at a faster speed. So you have an anticipation period (so the other player can react), and then the fluid animation period? 


Combat System:

I like the variety of attacks and how you can chain them together. I think a tutorial where you help the player from simpler skills to chaining more complex skills could help with players newer to the genre. (Just a thought).


Other feedback:

Add a way to skip the promo vid while it's playing.



Nice work so far, Animamundi24. Keep it up 👏!

Developer (1 edit)

Yay! Thank You for Playing!

- As a keyboard user, it took a little while to get used to  it, but once I did, it started feeling pretty good

- Yeah, but it could be much easier when using gamepads, tho


- I like the character select screen, it brings back memories of playing games like Super Smash Bros.

- Classic mirroring for right side character. Always hurt to see deformations of asymmetric meshes, lol


- it seems like the frequency in which players get downed by attacks may be a bit too high in certain cases

- Players need to learn the properties of moves. Some moves keeps the target standing, some knocks them down, some launches up, some restands them back to feet. This knowledge will improve Your combo execution, yeah


- I wonder if you could somehow show the initial frames of an attack in a slower manner and then the rest of the animation plays at a faster speed.

- Similar reason. Long recovery of the move is needed so other player will have enough time to punish the attacker for whiff or hitting in block. That is how fighting games works.


- I like the variety of attacks and how you can chain them together. I think a tutorial where you help the player from simpler skills to chaining more complex skills could help

- It has a classic chaining from light to heavy attacks, which are special-cancellable. Basic tutorial is planned, just as specific tutorial to learn a character. But it will be much harder to implement, so only free training is available now.


- Add a way to skip the promo vid while it's playing.

- I'd rather remove it completely, it gains +200Mb to the total weight of the game. But yeah, You're right, I just don't know how to make it skippable by now.


======

And bonus: How to chain the attacks

v0.014.3 is VERY outdated, but idea is the same.


Thank You for Your feedback. Maybe I can make an AI soon, so is will not be needed to find other real player to play with.

Keeping Up the Great Work!

Developer

For those who can't play the game, here is a gameplay record: 

Submitted (1 edit)

A nice fighting game with many features. If I had a comment for gameplay, is that I would have preferred the fighters to be a little faster. I would also have preferred the fighters to speak in another voice (higher pitched), even if it is not Japanese or English. It felt somewhat off; voice not fitting the face, I am not sure how else to describe it.

It crashed while playing, but didn't do something in particular; it happened when tried to jump (not sure if I was landed already or not), if that is helpful...

Generally, no idea where it refers to, watched more than half of the video the first time, I guess characters from an anime? Watched the credits, various names and stuff there. I didn't like the innuendo for those who do know what this is about (some other team characterized as traitors? I mean, what??)

Also, did I understand correctly that the keyboard controls are considered a "hack"? You may not assume that everyone has gamepads, or enjoys playing with one.

All in all, as a game, very cool with many prospects!

Developer (1 edit)

Correct. The game is pretended to be "kinda" AAA-project, so it has so many features. The fighters intended to move slow enough so players will be able to react to each other's moves. The voice is a huge placeholder - we actually planning to hire a professional voice actors to revoice every character from scratch, but of course if we get enough support (crowdfunding) because it costs amazingly lot. 

The game is not supposed to crash in any circumstances, and actually never did. It is a first time EVER the game has crashed. Sorry to hear that. My sincere apologies. 

The game is BASED on an anime-like videos of Touhou franchise. You can learn more at https://boosty.to/animamundi (analog of Patreon).

Here is the one video where you can recognize two characters and one arena from the game.
It is exact these characters and this arena. 


About credits: 7 persons who did a certain harm to my project and to me directly are credited as "Genuine D/// ///////". This is a way to "pay them back". It is intentional.  Of course I will not talk about what that "other team" did to us. "Additional Names To Look Cool" are a pure joke - Japanese-like names are constructed from real Russian words which sounds like Japanese. For example, "Я лапши-то на уши повешу" turns into "Yalapshito Naushi-Poweshu". This is a fun wordplay.  However, all other names are serious, real artists and authors of used assets. "Special Thanks" for some really nice people I enjoy to communicate with. And additionally, Top-5 Boosters ("patrons") are credited there and your name can be there too, no exception. Parodies of SEGA logo and ESRB rating banner are included for fun too. However, I'm planning to remove that terrible "DISCLAIMER" screen from future builds. 

Keyboard mode is a hack, yes. Keyboard is considered as Player1's input device in any circumstances, and operate two different player characters with one input device is not technically possible. We have implemented a hack: when certain keys are pressed on Player1's input device (Keyboard), it sends a command to Player2's input device to execute a corresponding action. With this, both players can play with one keyboard if they want to. 

Thank You for Your attention! Keeping Up the Great Work!

Submitted

I actually found the "Additional Names To Look Cool" really cool!! I have my name translated into several languages to put in later credits, so I know what that is, lol