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Unidentified Flying Ōkami's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #26 | 2.239 | 3.167 |
Engagement/Fun | #28 | 1.886 | 2.667 |
Magical Girl Concept | #28 | 2.121 | 3.000 |
Overall | #30 | 1.869 | 2.643 |
Genre Mashup Incorporation | #31 | 1.650 | 2.333 |
Originality/Creativity | #32 | 1.650 | 2.333 |
Polish | #32 | 1.532 | 2.167 |
Graphics | #34 | 2.003 | 2.833 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the Magical Girl Genre?
Main character is a magical wolf girl and can fly and shoot magical projectiles.
Which genres from categories A and B did you choose?
Shoot 'em up + Card
How does your game mash those genres?
Bullet hell styled shmup mainly but player can pickup cards in the stages. Cards can be used to provide various buffs or effects.
Were the graphics/audio assets for your game made during the jam?
Most graphics assets were made during jam but all graphical assets were made by myself regardless (with exception of fonts). Audio was done during the jam but sourced from free to use/creative common sites/with author permission (e.g. freesound, opengameart etc.)
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Comments
I'm kind of sensitive to eyestrain in some games, and this one did me in pretty quickly. Sometimes I can't really pinpoint it, but I think it was pretty clear this time around. The scrolling background is extremely busy visually, scrolls very fast, and stutters slightly on my machine. Enemies don't have enough contrast and are very hard to pick out against the background, which doesn't help either.
I liked the music, the title screen was nice, and the mechanics seemed to be competent. I wish I could offer more feedback but I had to exit out pretty quickly.
Decent shmup. I don't have much to comment on, except for some thoughts on the gameplay:
This is a fun prototype so far. The touhou style music sounded nice and the pixel art was great. However, the background was really jittery when it scrolled which was super distracting especially in the boss fight. I think the enemies with laser beam attacks could do with some sort of warning for example a thin red line to show the angle of the laser before it spawns. For the mashup, the concept is there but it's hard to say more until there's more cards available. I think it has potential though.
Hey thanks for playing and for the feedback. There actually is a beam indicator but its only on the easy difficulty, but I see what you mean since from most other bullet hells/shmups I've played, there does seem to be a laser indicator regardless of difficulty. I was just thinking of ways to differentiate the different difficulties. I wanted a scrolling city background for the level but I did wonder if it'd cause contrast issues so thanks for that.
The contrast was slightly an issue but the main one was that it scrolled very inconsistently, jumping different amounts of pixels up the screen each time which was both distracting and hard to look at. I think this is probably a bug though.
I would say this is a game for you to practise your game dev skill. It's a self-learning project to learn how to build a touhou shmup system, and I think it's ... working?
I get the same problem of gray background too (I am using windows 10 fyi). The game size is 119MB. With this content, i think people would prefer it to be a small HTML game. Also, the game just stuck after i defeat the boss.
Hey thanks for playing, yeah the reason it's a UE4 game is because I'm more knowledgeable in regards to it compared to other engines like unity or other ways to develop games. I do agree that a web game or light weight game would be easier but again, I don't know how to do so. Thanks for pointing out the back ground issue, should be fixed now. Interesting, I've play tested my compiled game many times and it never bugged after the beating the boss, but thanks for pointing out that as a potential bug.
The originality and mashup is very weak on Unidentified Flying Ookami, as it seems like the card genre/theme is only there in name: it’s a single powerup. I’d say this is the bare minimum to satisfy the mashup requirement. While the design of the character is magical girl-like, there doesn’t seem to be much of any emotion, character or story to make her feel like one.
Gameplay-wise, it’s similar to Touhou games, which is quite enjoyable. For the hitbox, it seems that the yellow dot is only applied for bullets; whereas collision with enemies is based on the normal character/graze hitbox, which is too big and can kill the player even if the sprites are not really touching. The movement speed during focus is a bit too fast for my liking which makes it difficult to perform delicate movements. There is no background unlike as shown in the screenshots, just a blank white background, but I suppose that may be better as the one in the screenshot looks quite distracting.
Overall, I did have some fun beating the boss, but it really needs something unique of its own to truly shine, or at the very least the shoot-em-up/bullet hell mechanics and patterns needs to be more refined. Keep it up!
Hey thanks for playing! Yeah I agree, I made a shmup first and didn't really have a huge idea of integrating card mechanics, same with character design. I sorta just wanted to make a wolf girl character so I could use the game name ¯\_(ツ)_/¯ but definitely could've done more in regards to the character design. Touhou was definitely a main inspiration, hence the touhou styled music haha. Thanks for playing and for the feedback!