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桑之巫韻︰鹽海嘆歌 Song of Morus: Laments On the Brine's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #1 | 4.273 | 4.273 |
Originality/Creativity | #3 | 4.455 | 4.455 |
Polish | #3 | 3.909 | 3.909 |
Overall | #3 | 4.013 | 4.013 |
Aesthetics | #4 | 4.455 | 4.455 |
Engagement/Fun | #4 | 3.818 | 3.818 |
Magical Girl Concept | #8 | 3.727 | 3.727 |
Theme Interpretation | #9 | 3.455 | 3.455 |
Ranked from 11 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?
Protagonist Song is a taoist priestess who has mastered oriental sorcery aka magic. (with a tamed western vampire as familiar too)
Which theme(s) do you pick?
Smile, Sweet, Sadistic, Surprise
How does your game fit those theme(s)?
Smile: Ending , Sweet: plot MacGuffin , Sadistic: Difficulty option, Surprise: enemy attack pattern
Were the assets for your game made during the jam? Elaborate as you see fit.
Sountracks are composed before jam. Characters and related assets are developed and reused between my several jams. Ocean system is the Crest Ocean library. Several VFX are purchased but modified. SFX is downloaded. Some general models are downloaded. All other are done by me. with some exception of assets from friends
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Comments
Playing this pretty late! As others have said, the graphics and audio are nice, the story just enough to fit the theme.
Some feedback per category:
Performance: I had an issue with my monitor flickering in fullscreen, even after making sure refresh rate was 60Hz not 59Hz. But an alt+enter to toggle windowed mode, and it was alright, I could play in Low Quality mode.
Progression: difficult to train as there is no menu to start from any game phase. In particular, there was no way to skip the tutorial so redoing everything until you reached the phase you haven’t learned yet took some time (same issue with most shmups with no level/section selection). Fortunately, the Story mode can be used to reach any point in the game easily (but you still need to take some time). The last part is probably easier than the second one because the hitbox of the enemy boat is huge, so you can sometimes stay under cover and still hit. With the exception of the tidal waves (probably a little too frequent, in fact) that requires you to jump very high. The thunderstorms were interesting, it seems the only way to dodge them was to jump aside and come back (roll can help).
I was positively surprised by the number of phases and parts, I thought it would stop after the 1st part! In fact, in the difficulty settings, besides changing initial protagonist HP, I think you could add an option to change the damage per seconds of the main attack. Because each phase is pretty long already, but there are many phases and 3 parts, so I think it you have enough material and variety to keep the player’s attention. Rather, changing phase often, as in Touhou bosses, would keep the player’s attention even more. And players who play more aggressively (hiding less behind the cabin and aiming continuously at the boss) may also feel rewarded. Combine this with either more initial HP or HP recovery between parts, and you can have an intense experience where, in fact, you decreased difficulty, but the player will still be under pressure because the bullet patterns are the same and they can still die, but it’s up to them to get out of cover and deal more damage to the boss quickly to finish the phase.
Finally, Sin & Punishment-style, you could add an option to enable checkpoint for every part and/or boss phase, for a hybrid between pure Store mode and still requiring the player to master a certain phase before proceeding.
Gameplay: I like the concept of 3D bullet hell, but combined with precise shooting (except for part 3) it made it quite difficult. The boss hurtbox seemed more generous than I thought, so I gave up on always right-button hold aiming which prevented me from seeing around and put me too much in danger, only aiming from far and maybe occasinally recalibrating with right-button hold for a short time.
I’m used to Sin & Punishment gameplay where bullets are coming from the front, and a classic left/move + jump is enough to dodge most bullets. Sin & Punishment 2 adds flying so vertical motion, but you stay in place in the air and bullets still coming from the front + special bullets and lasers covering the screen in 2D patterns, so it’s all manageable as you don’t have to rotate the camera, basically.
This game and also other shmups also feature many intermediate enemies that act as small rewards. In this case, the other targets are the ghost ships, that you have to destroy to protect yourself (it seems that a ship crash causes you 1 damage, and in the whirlpool, some ships don’t crash but may touch you), but you don’t “gain” anything except surviving. In shmups, it’s less a problem even if small enemies don’t give much score or power-up because your straight fire will probably hit other units anyway, so it’s all in one go, but here, you have to switch to weapon 2 and hit just one specific ship, which means you hit no other ships and most importantly, you stop dealing damage to the boss. After realizing that I was spending my time destroying ships for nothing in the whirlpool, I switched to just attacking the boss, but if I wasn’t in Story mode, the many ships would kill me in no time. Maybe if destroying a ship was consuming some of the boss’s health, it would be more beneficial. Generally speaking, I think there are too many ships in the whirlpool section, unless I misunderstood and some of them were not hitting you but just for show.
I do understand why there are not a bunch of small enemies though, it would be even harder to hit them all in 3D while also hitting the boss (again, unless they all consume the boss HP), so having just bullets and big enemies may be better in a format where the boss is always present (if there are only minions as in Sin & Punishment, or that MechJam III game CyberLancer, that would be feasible).
The roll goes a bit far and the character doesn’t blink so I’m not sure if it provides invincibility frames or if it’s just a move to evade.
Characters: the familiar is fun, but I didn’t notice it during the game, only in the last scene, I suppose it was disturbing the player?
Thanks for playing my game, and give this detailed feedback. It's very helpful for me to improve my game in the future. I see that you are playing the latest version. For the deadline version, there is only 4+2 boss phases. Some of the game flow decision is based on that. Ideally, i would like my game to be 15 minute long (if no death), with a high difficulty to force players replaying several time. But yes, i probably should make a checkpoint mechanic. For dev reason, my game system already has ability to start at any phase. I am thinking about replacing the "story mode" with "starter mode" that it has some kind of checkpoint feature.
for the performance problem, this is the first time i hear this problem. May i know what graphic card you are using? Unfortunately, i am using Unity default render pipeline (and the soon to retire one), i probablt won't be able to fix it.
I probably should take a look on Sin & Punishment and CyberLancer
I have a laptop GPU: GeForce GTX 860M. It’s third class but enough to play lo-poly 3D games, or games set in low graphics quality (as proven with this one in windowed mode). The flickering issue doesn’t seem to be performance-related but something else, I got it on some 3D games made with Godot in the MechJam too. Not sure there is much to do on your side besides trying a different render pipeline, however having the option to toggle fullscreen with Alt+Enter really helped, so it’s good that you kept the native toggle fullscreen enabled in the Player settings (note that the window is not resizable and keeps around the same resolution, but fortunately it the maximized window was just enough to play and I didn’t have a big window cut-out on the edges preventing me from playing).
Sin & Punishment 1 is probably only available on Nintendo Online now (via N64 emulator), and Sin & Punishment 2 on the Wii and Wii U eShop (until March 2023).
Exceptional graphics and great optimization on the build too. The gameplay was a bit unwieldy, however, the animations and controls were very responsive. Good job!
Thanks for liking my game. As the game is very short, so I kinda have to raise the difficulty to make the game time longer. I have added the story mode difficulty option in case some one doesn't get used to this kind of shooting game
Unfortunately my laptop is a potato when it comes to 3d games so I can only rate what I've been able to play.
A very good game on all points. If there is something to change, Song stays in a falling animation after a roll instead of returning to a standing animation.
Keep it up!
In option page, you can set the graphic quality to low. Is it helping? ahh...
ok i will take a look on that bug
Whew, that was tough but fun! Took me 3 tries on Normal mode.
I don't know if I have a lot of new feedback, other than echoing what others said! The atmosphere/graphics/style was all really great! The ocean and boat setting felt very unique, and it was all well-realized. The story at the end was cute and funny, I enjoyed it. Overall I think this was really great! I suppose I have a few nitpicks so it's not all gushing...
First, I liked the story, but i wish there was more at the start. I had no idea why I was chasing and fighting this ghost girl. I imagine this is a time-constraint issue mainly. Second, a little more feedback when hitting the ghost girl might be nice... a louder sound, more visual feedback. As it stands, it's OK, but kind of hard to tell if I'm hitting without glancing at the health bar, which is tough while dodging and fighting. The last nitpick that came to mind was that the mouse sensitivity felt a little low. I really had to swing my arm to get the camera to move around, especially when a ghost boat was approaching from behind.
Nitpicks aside, this is definitely a top contender of MGGJ6! Great work.
Thanks for liking my game. i got several people giving me feedback about not enough feedback when hitting the enemy. I guess I must fix this problem. for the mouse sensitivity, i have thought about a sensitivty slider in option page but forgot it when working on the menu. yes i will add it
I played the initial version so some of the stuff I'll bring up might already have been fixed.
This is, visually and aurally, the most impressive game in the jam I've played so far. There's one or two that might unseat it, but I'm not certain of that. The stylized boats and characters, smooth water, and carefully constructed lighting look great, and the mix of music, ambiance, and effects adds a ton to the experience. There's some great little cutscenes and animations, too. It's hard to put into words; it needs to be experienced. It may all be kitbashed together out of assets, but it doesn't have that asset flip feel and it's put together so well I don't care. Even the untextured jumbo restaurant didn't take away from it much.
I'm glad there was story mode because the game is way too hard for me. I can sort of dodge bullets and shoot at the enemy at once, but not if they're coming from different directions. While I was doing that, the ghost boat would sometimes come out of nowhere and at best I'd see it but not have enough warning to actually charge up an attack. Not being able to dodge bullets for shit is my problem, but I feel that the ghost boat should have more warning.
At least there's some stuff on the boat to take cover behind.
The story was both shorter and sweeter than I'd expected. I was expecting the game to be much longer for some reason (and maybe it was at some point?). It was paced pretty good, though, and the ending didn't come across as super abrupt or shoehorned in. I did feel the dialogue in the ending was a bit weak, and the dialogue interface wasn't up to the standard the rest of the visuals set.
As always, I love seeing the local connections and glimpse into Hong Kong culture, even if I don't understand most of it.
EDIT: One thing I should mention is that this game is incredibly demanding. Understandably so, but I think some people will have trouble running it. It mostly ran well for me, but certain effects like the ghost boat appearing caused the framerate to dip hard. This is on a laptop with a Ryzen 7 5800H and an RTX 3060 (mobile). I don't know if the newer version has some performance improvements.
Thanks for your high level of appreciation.
During the development, my schedule was tough and there is no time for game balancing. For myself, the game is challengingly playable. But I do see it's an extreme difficulty for some players who don't get used to the mechanic, especially when my game is experimenting 3-axis bullet hell that rarely exists in current game market. That's why i added the Story mode. Glab it's helping.
For the charging ghost boat, it spawns after the boss yelling "Surprise". I see this as one kind of warning but i guess it's not enough. And talking about the story, originally the idea is the antagonist kidnaps a guy for wedding. But it means i need to model/animate "a guy", and then the game jame theme is announced as the 6 "S" from Blend S so i change it to something light. I am not good at storywriting. A silly plot with punchline is easier to handle for me. the dialogue UI is inherited from older projects. It was in placeholder level but i am too lazy to improve it yet.
Alright then,
It took me 3 days and like 10 attemps to beat it, All animations and models are top notch (even through not all of them were made specifically for this jam, still good job). The climat and story are pretty good too. The music is neat actually.
I also love the attack of throwing ships at you, and making this big whirwind
Maybe, but really maybe the only thing I would add is some more interactions with enemies (by that I mean like boss summoning smaller creatures that can be easily killed off), also some more things to do with attack 2 than only destroying ships. But the game is masterpiece even without these ideas. :)
Overall great job!
Thanks for beating my game. The game is short so i raise the difficulty to increase the overall game time. i have thought about small enemy since the first Song of Morus game. The problem is workload. Creating a small enemy costs as much time as a boss, and player may expect several varients in a stage. So in the end, i decided to just focus on bossfight. For attack 2, I will take a look. probably a big hit box, and high damage to the boss character.
I loved the aesthetics and the concept,the game it's fun, I had a hard time understanding the mechanics and controls at first. but overall it is very good, good work!
Thanks for playing my game.
May i know which mechanic or control seems difficult for new player to pick up?
when i start to play the game i shoot the balls but nothing hapened, and i die a few times, it took some time to pick up the pace when the enemies came to me.. But in general i liked the idea and the concept :)
Hello, very fun game! Took me about 5 tries to beat it on normal mode, then I tried a couple times on Sadistic to see what it was like, but wasn't able to win. In general I think the gameplay is enjoyable, and not too difficult to get the hang of, especially since most of the attacks are pretty well telegraphed. It might be more of a problem if you plan to have bullets that come from all sides of you, but for what you have here, it was easy to get the hang of.
I think the inclusion of then local culture didn't take anything away from the game, and seeing what you had to say about them in the game page made me more invested. I think adding some of the stuff you said on the game page on the fun fact screen in-game would have been nice too, since I didn't make the connections from the pictures until after I reread the page. Also I can click the images, but I don't think they did anything when I did.
For the learning curve, it may have been just me, but I struggled the most during the whirlpool section, I think the distance made it harder for me to tell if I was hitting the target. Compared to that, the final section was a bit easier for me.
Edited to add: Also I would have appreciated a tool tip about using the shield. I saw the controls for it in the options, but when I started playing I completely forgot I had that option. You may not want them to be forced to use it during the tutorial part though, so maybe a quick reminder before the proper fight starts would help.
I also wanted to say that I liked the ascending tones counting how many jumps you've used, and having Song make her noise once you're out of jumps.
oh no i forgot to code the fun fact buttons.
Hmm. Thanks for play my game and give me this detailed feedback. I am working on an update. I will add something based on the issue you found