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A jam submission

Micro Gamer ShinmyView game page

Shinmy plays a video game on an absolutely miniscule handheld
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Micro Gamer Shinmy's itch.io page

Results

CriteriaRankScore*Raw Score
Concept#14.6594.659
Visuals#64.4774.477
Use of Green (Green themes, style, use of Sanae/Mima, etc)#73.9773.977
Overall#84.0684.068
Use of Theme (Retroactive, Retrospective, Retro)#94.5004.500
Gameplay#113.8863.886
Audio / Music#153.6593.659
Balance (Challenge and Fairness)#263.2503.250
Story / Writing#512.1592.159

Ranked from 44 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team Members
Gyroscopik, Ben Lightfoot

Streaming Permission

Yes

Touhoufest Showcase Permission

Yes

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Comments

Submitted(+2)

I definitely love the concept and design of this game! It is one of the most unique games I've had the pleasure of playing in a jam, that's for sure. Once I figured out what was going on, it became great fun to play and I had a delightful time just twiddling back-and-forth. 

I do think some more aural indicators would be nice; I'm not sure if the Micro had a speaker or not, but it was hard to tell if I was hitting Mima or not if I wasn't directly looking. But other than that minor issue, I really loved this game.

(+2)

Oh my goodness it's fricking hilarious! If you think you're a tryhard, there's an inchling better than you at it.

Also when I won for the first time, I wanted to be silly and input the Konami Code, but the bug surprised me. (1:40 in the video)
Turns out that you just press A after winning a game, but that still flabbergasted me for a bit.

Submitted(+2)

Easy 5/5 on concept

(+2)

While I was playing the game, that game designer part of my brain started foaming from its mouth. This is such a cool concept, my god. Definitely an idea that moderately tall people (like me, hi) could not even fathom coming up with. Well done, now my mind can’t stop thinking about this, at least for a good 2 minutes.

Speaking of ideas, in case anyone else decides to invest money into a potential franchise that could easily be worth at least 10000 Colombian Pesos, here are some additional gameplay ideas:

  • Have Shinmy push sticks/rocks on buttons to keep them held!
  • Ooh, ooh, the hammer! You could throw it, you could use it to change size or something!
  • How about allowing Shinmy to put pieces of bread on buttons to attract an ant colony? (warning: this might just be the worst idea for an auto-clicker in touhou fan game jam 13’s existence)

The difficulty spike on the third spellcard is nuts, but the simple joy of beating the most basic of levels already gave me enough dopamine to not care.

anyways i rate game 33301.54 colombian pesos/1647.04 japanese yen

Developer

You have successfully guessed one of the mechanics I really wanted to put into the game! 

During development I kept wanting to have Shimmy have access to a “brick” or something exactly for the purpose of holding down a button of their choice. This would introduce the ability to hold up to two buttons down at a time and improve Shimmy’s multitasking capabilities in the game. At the same time, I wanted this to induce some decision-making for the player, such as figuring out which button they want to have held down or figuring out the correct timing to quickly run over and remove the brick from a button.

Funnily enough, I also thought the tedium of having to constantly manage even one brick would’ve gotten a bit silly given the size of the map so at some point we toyed with the idea of using Shimmy’s mallet instead, and give her the ability to “Thor’s hammer” itself back to her at will. This however was a fairly tricky thing to put in, as it would’ve removed some aspect of the “run around the face of a gameboy” part of the game and might’ve even ended up keeping the player just playing on one half of the map.

In the end, we also weren’t able to figure out a game to have the gameboy play until like day 2. A simple bullet hell was what we settled on because it made use of all of the d-pad and we opted for a melee system to encourage a back-and-forth between the buttons so the player doesn’t just sit on shoot after finding a blindspot. The push-back mechanic also serves the same purpose of encouraging the player to have to use the d-pad rather than chilling on the AB buttons.
(Fun fact: the gameboy micro was chosen, if not for the epic pun, because I thought the aesthetic of Shimmy running over the screen itself looked cool. We wouldn’t have been able to do that with the original gameboy)

With the bullet hell idea finally set in stone and having only 2 days left to make the whole game (we had to essentially do 2 games lol) the brick ended up being put to the side as the planned bullet hell had no reason to hold down a button without either slamming into a bullet or making running over to the other side redundant. BUT I STILL REALLY WANTED THERE TO BE A BRICK IN THE GAME >~<

Anyways oops sorry looks like my game designer mode accidentally tripped haha. Might end up just copy pasting this as a devlog since it reads so much like one already.

Thanks for playing! (And also nice ant idea we’ll consider that one hehe)

(+2)

A great concept, but I found it a bit too difficult. It felt balanced like a regular danmaku game, not one where the controls are very restricted. I also had an issue with the shield, where it would cover bullets so I'd get hit the instant it ran out. The music is nice and I like the visuals of Shinmy running around the handheld.

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Submitted(+2)

This is such a fun and creative concept that does a great job with both themes. Fantastic job.