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TwoGoku's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Engagement/Fun | #1 | 4.130 | 4.130 |
Originality/Creativity | #1 | 4.217 | 4.217 |
Magical Girl Concept | #2 | 4.087 | 4.087 |
Gameplay Polish | #2 | 3.870 | 3.870 |
Overall | #2 | 3.888 | 3.888 |
Audio | #3 | 3.696 | 3.696 |
Aesthetics | #5 | 3.957 | 3.957 |
Theme Interpretation | #10 | 3.261 | 3.261 |
Ranked from 23 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?
Number 21, the main character, is a Magical Girl. She controls a dream passage, and can battle with her magic key.
Which theme(s) do you pick?
This entire city must be purged.
How does your game fit those theme(s)?
Basin Lake City is overrun with invading enemies who must all be purged.
Were the assets for your game made during the jam? Elaborate as you see fit.
Most graphics were made during the jam period. A few were recycled frrom previous games. (The golden corridor BG elements, and 2 Nightmare enemies) The music was made during the jam by SunnyChow. All SFX were recycled from previous jams, and were NOT made during the jam period. Those SFX were designed by FacemeltingSolos.
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Comments
Woah really impressive concept. I had a lot of fun and the last boss is great. Don't have much to add, the pacing is good and I'm surprised how polished and there are variety in the levels and enemies.
Thanks so much for playing!
This was really cool! I loved the way you implemented the chain attack. Initially I was kind of treating it like a little puzzle to match the hits so that I could kill a whole screen at the same time, but the bosses making you really focus on using it was cool, and you had some pretty inspired ways of implementing that. It was pretty tough to dodge all the bullets at the same time though, although I imagine that's part of the difficulty.
Thanks for uploading!
Thanks so much for playing! Chaining is important if you are going for a highscore, as it boost points a lot during the "wave" phases. Other players have found that speed-running by pounding single enemies at a time is a strategy they prefer, so I may add a timer in an update for speed runners. But there's no wrong way to play!
I've never played a Touhou game before so this was a lot so thankful for the continues lol (I will not disclose how many I used 🤫) Really like the aesthetic and music and the gameplay was fun. Took me a sec to get the gimmick of the first boss but both were very well designed.
Probably due to my lack of experience it was hard to balance dodging and chaining enemies so I found the best method was to solo target enemies and mash, maybe the chain attack should be faster to incentivize it more?
Anyway fantastic work, loved my time!
Thanks so much for playing!
I'm actually think of adding a level time aspect to the game, so that mashing is valid gameplay tactic! Not that it's invalid now, but it does result in a much lower score... but adding time could give it a place as clear speed-running tactic.
I appreciate your feedback! And full disclosure, I've never played a Touhou game either, so this is my best outsider imitation, haha!
Cleared it with one continue... did I do well? I have forgotten how to play Touhou m(_ _)m
Must say this is one creative gameplay you have got here; really had fun.
Thanks so much for playing! I'm happy you enjoyed my gameplay experiment... while making it I wasn't sure it was going to work, but more players seem to like it than not.
1 continue seems fine hehe. But when I update it with all the stages, you might need more!
A very smart mechanic to add to the bullet hell genre, great job.
Thanks for playing!
Well well, if it isn't Shibey's game. Really impressed with what you've done, as usual... The gameplay is pretty tricky, you have to dodge bullets while aiming with your mouse and chaining together enemies, which isn't all that easy; bullet players will know your central vision tends to be mostly locked on your own hitbox. But the challenge is what makes it so fun! Did I mention, not one, but two puzzle bosses? SunnyChow's music fits really well too. I'll be back when the full game releases :)
PS: My speedrun strategy is to get up close to every enemy and take them out with rapid fire. This is also a fun way to play.
Thank you so much for playing, and all your kind words! I'm really glad to see that people are finding it enjoyable! I was pretty worried while I was building it hehe.
Your speedrun strat is definitely a good one, though it'll lead to a lower score! But maybe I should track time too, so players have different goals to shoot for. Thanks again for playing, I'm going to try hard to get another build out by the end of Devtober!
I really love the chaining magic concept! And really well executed too!
The boss fight is really unique and takes full advantage of the mechanic presented.
trying to chain attack while dodging bullets and can take a bit to get used to.
But I personally don't have much problem, I usually only focus my eye on the character to dodge bullets and just swing my mouse around.
I few issues I have bit it may just be me.
I personally think the energies you are supposed to pick up are too hard to see.
and the background of the stage 2 burn my eye. (I hate light mode)
But overall the game is great!
Thanks so much for playing, and your feedback! I agree, the energy pickups need a re-do to make them stand out more.
As for the stage 2 BG, I struggled with that one due to time constraints. I actually threw out 2 previous versions that were too busy, and finally smashed that together just to get something done in time. I'll rework it for the Devtober update!
Cool concept and it worth further development in my opinion.
I found trying to dodge projectiles and connecting enemies simultaneously too hard. You should consider adding slow motion at this moment
Good job
Thanks for playing, and your feedback! I really appreciate it. Slow-motion might be a worthwhile power to consider, as I'm planning to add more than just "Void" and "Heal".
You did a great job exploring your mechanic in such a dense demo. I liked fighting the eyes, especially! I did sometimes wish there was gamepad support of some kind because I found it difficult to track my character and aiming reticle simultaneously while a lot of bullets were on screen. That being said, I wouldn't be sure how to resolve that issue since the precision of mouse control seems kind of necessary!
Overall I think your team did an awesome job with the design, character art and writing. I had a great time and wish you luck developing the game further!
Thanks so much! I'm glad you liked the eyes, crunched that boss into the last day or so of development, haha. This was a very busy jam for me outside of gamedev....
While the controls are very much geared toward mouse/keyboard, I might play around with gamepad support and see if it's fun to use or not. Thanks for playing, and the suggestion/feedback!
The mechanics are interesting. As I understood it, you had to slow down the speed of bullets so that the player had time to select enemies. But I got tired of the mechanics itself pretty quickly.
Thanks for playing, and your feedback! The shift key slows the player's movement, to help with precision dodging when there's a dense bullet field. Keeping the gameplay fresh as I expand this will be a challenge, but I'll see what I can do!