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Touhou fighting game Tabletop Var.'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Balance (Challenge and Fairness) | #70 | 1.903 | 2.786 |
Concept | #71 | 2.684 | 3.929 |
Story / Writing | #77 | 1.171 | 1.714 |
Visuals | #77 | 1.708 | 2.500 |
Gameplay | #77 | 1.854 | 2.714 |
Use of Theme (Retroactive, Retrospective, Retro) | #78 | 1.903 | 2.786 |
Overall | #78 | 1.854 | 2.714 |
Audio / Music | #81 | 0.878 | 1.286 |
Use of Green (Green themes, style, use of Sanae/Mima, etc) | #81 | 0.927 | 1.357 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
Egg
Streaming Permission
Yes
Touhoufest Showcase Permission
Yes
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Comments
I must say, unfortunately, that I had a lot of trouble understanding the rules, because there were many concepts and steps I did not understand. Medal’s video was helpful, but I could only play a few moves by myself because I was unsure how to proceed properly.
I have played Soku but I haven’t played many tabletop games. Here are the things I’d suggest adding:
Explaining the parts of the board and what each token means.
Explaining the terms used in the game: what is a card, a skill, what is spirit, cast time, recovering time, hitlag, cancel level, bullet, etc. The player can understand some concepts through context clues or by knowing about Soku or fighting games, but an explicit definition would be better for newcomers.
An improved game phase flow diagram (I feel like the flow is not complete, the “Timing adjustment (casttime)” step is missing the next step/arrow for example), and a better or more detailed explanation of the flow and phases in general.
A few step-by-step examples for each possible action, or at least the most common ones.
A card design with icons so it’s easier to remember what the numbers mean.
I also noticed that the rules used “slot” and “block” interchangeably, but it might be better to just use “slot”.
I understand it’s a demo and that possibly there wasn’t enough time to expand on all those parts. The game looks pretty complete mechanically speaking and it’s interesting to see a fighting game translated into a tabletop version.
As a non-tabletop gamer, it can be tough to remember to move or refill tokens.
The rules seem also complex to me, but I believe they're OK. They also replicate Soku well.
It just took me like, an entire afternoon to carefully read the rulebook and play a round.
Reading the rulebook took me some extra effort because the English in there is slightly broken so it was a bit hard for me to interpret the rules.
Coming back to the rounds, at my "processing speed" it took me like a little more than one hour to complete a round.
I don't know if that's because of me being non-tabletop but rounds feel long. I wonder if players who do play tabletop faster can complete a round in under 30 minutes.
Or maybe it's because of the concept itself? It is a pure and (rather) accurate translation of Soku into a tabletop. after all. Several neat frame mechanics that were made for a real time game, translated into manual resolutions. I really can't tell if it's much for a human to try computing.
Anyway, I made a "gameplay video" of this game. Hopefully it gives some visibility and clarity?Thank you for your attempt and for playing the game, and I greatly appreciate the gameplay video you made (it even has some sound effects(⁰▿⁰)).
Here are some responses from the developer regarding your comments:
a. Timing of defense usage: Defense can only be played when not in any cast time or recovering time.
b. Resolution after taking damage: After taking damage, cards played by the damaged player (including spell cards and effect cards in the cast time state) will be discarded.
Following the expected resolution, a player's life should typically end after enduring 2-4 consecutive attacks, which should help maintain the game's pace ideally.
There were originally more ideas for the game (such as spell cards, upgrading skills, etc.), but many details were simplified to deliver a demo for the game jam. If there are future developments, we plan to streamline the process, introduce more randomness and board game elements, and fill in some missing systems.
Finally, thank you again for your thoughtful feedback and excellent video production(๑•̀ㅂ•́)و, which helps everyone better understand the game and provides valuable gameplay insights. Assuming everything goes as planned, we will implement the above systems and changes in the future.d(`・∀・)b
Wow they noticed me!
Regarding 3.a.: It's most likely because of how damage by bullets seem to work as described in the rulebook.
If I remember correctly, it says that whenever a bullet occupies the opponent's space, they immediately go to the Blocking phase, skipping the Defense phase where one would play the Defense card.
That means that as long as the opponent has spirit points, they will always block bullets and spend 1 spirit, regardless if they had a card in play or not.
This is why there was so much blocking in my gameplay footage.
The game can't be played on website
well, it's a 1V1 board game
if you want to try it, you need to open it on other platforms like TTS or udonarium