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Escaping Spirit Retrospective's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio / Music | #9 | 3.886 | 3.886 |
Visuals | #11 | 4.250 | 4.250 |
Overall | #11 | 4.023 | 4.023 |
Gameplay | #13 | 3.773 | 3.773 |
Balance (Challenge and Fairness) | #13 | 3.477 | 3.477 |
Concept | #16 | 4.068 | 4.068 |
Story / Writing | #17 | 3.545 | 3.545 |
Use of Theme (Retroactive, Retrospective, Retro) | #17 | 4.227 | 4.227 |
Use of Green (Green themes, style, use of Sanae/Mima, etc) | #34 | 2.250 | 2.250 |
Ranked from 44 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
Utsuhoagie, mushgunAX, Nodegama, regen=Q, WestMerlin
Streaming Permission
Yes
Touhoufest Showcase Permission
Yes
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Comments
I played the web version, don't know if it was the updated version or not but I did experience the hitbox mismatch that appeared to have been fixed, so that's good news.
Other than that, this is a very charming game. I love the switching of the mechanics due to body swapping but having some indicator of where the screen ends on the danmaku section could be a very nice addition to the game.
Cheers to us, Mizuchi jam developers!
I wish I were better at these sorts of games so I could do it justice, but you folks really knocked this out of the park. This game is authentically PC-98 in feel and mood-- right down to the frustration. (I do think something was wrong with the hitbox of the swing; sometimes the timing felt off and I would die. Every time I would get hit by the ball vertically trying to swing it up, I'd get hit again and die again, it was a whole to-do.) But my minor skill issues do not get in the way of how perfectly you folks handled the assignment. Art? on point. Music? On point. Design? On point. Gameplay? Definitely on point.
I think this will be a contender for best game of the Jam.
Very cool. Nice dithering and general aesthetic. I appreciate possession changing the player mechanics.
Goodness, I love this take on the HRtP gameplay. It feels modern yet very much HRtP itself. If I'm told this is a HRtP 2024 remake, I'd believe it.
Game's easy to complete, and perfecting it is rather easy too but you still gotta work a bit. It's kind of casual but it's fun stuff.
The PC-98 style for the background and portraits and music, wooow holy shi-!
Damn, I really want to play HRtP with this gameplay now.
Also I tried to slide but Mizuchi doesn't have legs. 馃拃
Sorry to hear that, it's a common criticism we had. The hitbox basically lasts only 1 frame so the orb should already be close to you when you swing, rather than pre-swinging. The post-Jam v1.2 did fix this by making the hitbox last much longer, if you'd like to try it.
Regardless, thanks for reviewing what you could!
KOMACHI BOSS FIGHT YEAH!
This is actually the first time ive enjoyed the gameplay of touhou 1. The physics are pretty smooth in the first 2 stages and it actually felt like you could control the ball rather it controlling you. Although the hitbox on the swing in the first stage is pretty small. Mizuchi's speed in the third stage also felt extremely slow. And I don't think focusing even slowed it down any more. Was that intentional or did you accidentally give focus speed to unfocused mizuchi?
Regardless I like this game a lot. Both boss fights were a lot of fun. Especially Komachi's.
Thank you for the compliments!
Which build were you playing on? Is it the web build, or any of the Windows downloads? On my PC, Mizuchi's speed works as expected on stage 3, and when focused she has a white circle over her sprite showing her hitbox just like the official Windows games, and she is slowed to about 45% of her normal speed, using a speed multiplier, so it's technically impossible to have her focused speed *not slower* than her normal speed, unless her normal speed is somehow extremely slow. Does your game have any FPS abnormalities (too slow or too fast)?
And also, the melee swing on stages 1 and 2 are also a common feedback we've had, currently it is pretty big (especially on Mizuchi's sides), but it only detects the orb for 1 frame when pressed, much shorter than what the animation suggests. Our latest non-Jam build has fixed this, if you're interested.
Regardless, thank you for the comment!
i played on the web build but im not sure if i had any fps issues since i didnt check that. Her speed was just barely enough to dodge komachi's scythe swing.
That doesn't sound right. I tried playing the web build as well, and still have a pretty fast speed that's easily distinguishable between unfocused and focused, you can check the YT clip below. Is your speed close to that?
2024 04 16 20 33 56 - YouTube
okay it seems that she moves normally when unfocused, but when she goes focused, she stays slowed down after unfocusing for a while afterwards. Then it gradually gains back its normal speed.
This game was amazing! A bit more of a clear transition between gameplay styles (And maybe a more lenient Yin-Yang hitbox on stage 1), and it'd be perfect!
I love the Komachi theme a lot, it gives vibes of that one doom song, which fits the game so well!
Thank you for the compliments!
We didn't have much time to playtest it or add QoL fixes unfortunately, but we've included newer, post-Jam versions on the game page, if you'd like to try it out!
I'm pretty bias since Mizuchi's one of my absolute favourite characters, but god i LOVE everything about this. Mizuchi in the pc98 artstyle is so cute, the HRtP gameplay fits her so well, love how it switches to regular bullet hell after she posseses Parsee. Also some nice PC-98 style arranges, really love the Eternal Shrine Maiden style Lullaby of a Deserted Hell
Definitely my favourite Mizuchi fangame of the ones ive played so far!!
it's been our honor to receive such high praise from the one Mizuchi superfan, thank you very much!
aesthetically, this hits the nail on the head. the best piece of mizuchi content we've received since fds 33.
Thank you for the compliment!