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A jam submission

Touhou Dit-dah RepellerView game page

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Submitted by Lever210 — 35 minutes, 8 seconds before the deadline
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Touhou Dit-dah Repeller's itch.io page

Results

CriteriaRankScore*Raw Score
Concept#184.0534.440
Visuals#333.4693.800
Audio / Music#343.2863.600
Story / Writing#372.7753.040
Overall#383.2133.520
Gameplay#422.9213.200
Balance (Challenge and Fairness)#492.5932.840
Use of Theme (Retroactive, Retrospective, Retro)#553.1043.400
Use of Green (Green themes, style, use of Sanae/Mima, etc)#651.4241.560

Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team Members
Lever210

Streaming Permission

Yes

Touhoufest Showcase Permission

Yes

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Comments

Submitted

I love, love, love the idea of this game. I was very excited to play this one to the point where I wanted it to be one of the last ones I played in anticipation of any changes. The art style is very cute, and the sound design/music is phenomenal. It's a pleasant environment for sure. The twist of the game is also extremely unique, I appreciated it very much.

The gameplay could certainly be smoother, though. The A was wrong, which left me in the lurch when Koakuma moved on her own to attack an enemy (which was not something I knew could happen) and allowed Wriggle to steal a book. I also had to mess with the input delays a lot because the initial settings were very unforgiving. I spent about 15 minutes on the tutorial, if not more, trying to make a word. I think some simple changes to ramp down difficulty could have helped; the intention behind the word system was appreciated to keep the Morse code bit authentic, but considering you're asking the player to literally learn it to play, perhaps flexibility would help. For instance, allowing orders to be the letters in sequence would get the point across since there's so much time between enemies and it would read much the same the same. (i.e.: If you type BC, Sakuya reacts, then you can confirm with instructions or K to kill the message-- or you could designate #8 as a space and let the player use separate letters and K at the end.) Also, there's an over-reliance on C as a letter between the players and the rooms; perhaps using H for the hallways would work better there. 

The only other thing I noted could be fixed is the dictionary laying over a third of the map. If there was a way to fit both things on the screen at the same time, it would be more fair to the player. I do like IllusoryBread's idea about the meter; it was hard to tell when the game was reading a dit or a dah.

I know this reads as potentially over-critical, but I love this game so much I want to see it at its best. I think some small changes would put this over the top. This is probably one of my highest-rated games in the Jam on pure audacity alone. Congrats on making a great game!

(+1)

It was fun but stressful

(+1)

Letter "A" is incorrect.

Notes covering the left side could be tranparent or binded to a key (like Spacebar)
Had a time where Sakuya bot tried to pursue an enemy on the other side of the wall and didn't stop being a dog with rabies.

The challenge is hampered a bit by the *gameplay quirks*, but overall game's still challenging and fair and fun. The base idea is just too funny and amazing.

Regarding the wall-raging Sakuya, look at her from 4:38 onward.

Developer (1 edit) (+1)

It's a symptom of not taking obstacles into account when tracking enemies yet. I'll fix it soon!

(+1)

I think the concept is great and unique, but naturally it's difficult to learn how to write Morse Code so quickly, heh. After reading the comments, adjusting the timings, and trying again more patiently I was able to do much better than the first time.

Personally I'd like to be able to see the timings on-screen; I think you could use a progress bar that fills as you hold the T key, and it could have markings to show you where the dits and dahs start or end. It's something that might help a first-time player while they get a feel for writing in Morse code. I think there could also be audible feedback after the word timing elapses so you know you can input the next word (in case you are distracted looking elsewhere at the screen). But frankly I don't know if any of that goes against the spirit of Morse Code, heh.

Sometimes the guards can reach the top of the screen and their code goes beyond the screen.

Lastly, I think the catalogue could have a transparency slider so that you can still watch the part of the game area that it covers while it’s open.

The sprites are pretty cute and the music is nice. I'd love to see the content you plan to add.

Developer(+1)

Thank you! The game can indeed be quite challenging for those who are not familiar with morse code. I plan to add stages that will allow for gradual learning.

I will try implementing a display for the timing of the Dah distinctions. It seems like a good idea to show the entered code in real-time before a character is inputted.

Currently, we rely on the movement of the sentence in the bottom right corner when words are distinguished, but adding sound effects seems like a good idea!

Thank you also for reporting the bug. I will consider adjusting the transparency of the catalog!

Submitted(+1)

Really fun game and concept, though it takes a while to get it down and there are a few bugs.

Firstly, the A is wrongly labeled in the catalogue, it's supposed to be .- rather than .-.

The catalogue also doesnt work in the options menu, which i'd have liked to practice the timing options on rather than blindly inputting the things from memory.

The button to end the game when you do win the game doesn't seem to work.

And, i'd have liked a go to main menu button or an options button during the tutorial or the main game so we could adjust the timings there. Since the default settings are too hard.

I also wish the delete last word command was something shorter than HH, which is 4 dots each.

The game itself is really fun though when you do get used to it. I hope you expand on it with more levels or just a mode other than just a timer since i'd love to see how long i could survive.

Developer

Thank you for the great feedback! Some of those are the things I couldn't implement in the schedule, but I didn't think about the problem of not being able to open the catalogue in the options menu.

I chose HH because it's used as a correction prosign, but it's a good idea to use easier one (even I used K rather than HH.)

I think the game is still very flat right now. I'm planning to add more content, such as types of command, goals, etc.

Thank you for playing!

(+1)

Way too hard for me with default settings (took me 15 minutes to pass the tutorial), but with 0,20s, 0,40s, 1s, it was doable and I managed to beat it after a few attempts.

Developer

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