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Antidote of Immortality's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #3 | 4.562 | 4.643 |
Story / Writing | #3 | 4.246 | 4.321 |
Audio / Music | #3 | 4.071 | 4.143 |
Use of Theme | #6 | 4.211 | 4.286 |
Overall | #10 | 3.930 | 4.000 |
Concept | #16 | 3.860 | 3.929 |
Challenge | #26 | 2.772 | 2.821 |
Gameplay | #27 | 2.948 | 3.000 |
Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
ChocolaMint, Devomi, Spear, xiel
Streaming Permission
Yes
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Comments
This overall is a greatly polished jam game! the visuals, design, and storytelling are all top notch. the game movement also feels good and the 3d stages look super well done for a 3 day jam! The only place where this game suffers is difficulty balancing, the game feels really unforgiving if you play it by trying to weave between bullets like in a danmaku game, and the way I beat it (by memorizing where the enemies spawn and destroying them before they can shoot bullets) feels like I cheesed it. Other than that very good!
One must imagine Marisa happy.
All the feedback told by the others below, I agree with.
Great story and great 30-minute game!
(also, Final A's gameplay is kinda cruel. Hahahah, that's not what'll keep me down. I'll eventually succeed even if that's not intended. (But first I'll go play and rate all the other Jam's games.) )
When I realized the shot was getting weaker as the game went on, I had the biggest smile on my face. I had no idea you were such a good writer! I hope you make more story based games in the future!
Visually I also thought the game was pretty much perfect. The 2D Art's incredible, and the 3D Models work really well for the scenes.
In terms of gameplay, I thought the fixed camera was an interesting approach to take the game. While I could mention things I would've improved, I'm also looking at this from a scoping perspective. So with that in mind, I think the only real thing I'd say I would've liked is a 2 hit system instead of a 1 hit system, which I think is fair compensation for the quick reaction times some of the narrow lines have (Also would like to mention I died to the first set of enemies in the first level like 10 times lol).
This has been one of my favorite games from the jam so far. You and your team did a great job!
I love how you used the gameplay segments to illustrate Marisa's aging. It made me sad to witness have powers decline. Mortality is a terrible thing. It was super effective.
On that note, it was a bit disappointing to not have dialog options to turn Marisa immortal. I know it would have missed the point of the game, but the options I had went completely against how I felt. Although I've only gotten ending C, so I may be missing something. Maybe Enoko decided to save her from her foolishness in the other routes? I hope so, and I may be replaying the game to find out.
The gameplay is both really cool (3D shmup where you can shoot in all directions and the default orientation changes along the course? I've never seen that, and that's interesting!) and kind of meh. I tried to go for a no-miss run to get another ending, but a bullet sniped me and I didn't feel motivated to try again since there is a lot of downtime. Having the dialog be unskippable is not great for alternative endings.
Echoing some of the other comments, the hitboxes felt big enough that the best option was to macrododge most of the time. There were a few points (I think the 2nd last wave of stage 3?) where you kind of get trapped if you don't know the enemies are about to fire a huge wall at you.
To summarize, I think the game succeeds in conveying what was intended, and the gimmicks employed were effective. It just needed a bit more polish.
Great story and usage of the theme. The writing was excellent throughout and seeing Marisa change with age while Enoko remained the same helped to establish how much time was passing.
The visuals were great, making this one of the best-looking games of the jam I've played so far. Both the 2D visual novel sections and the 3D gameplay sections looked stunning and show an impressive amount of work given the short timeframe of the jam.
The gameplay I felt was the weakest part. It was repetitive and frustrating to me. Your hitbox was too large I felt, and it made actually dodging nearly impossible. The strategy for most enemy waves felt like just shooting the ones on one side and hugging the walls to go around the others. The amount of downtime between getting hit and restarting added to the frustration. Worst of all, I encountered a bug where choosing "try again" would go to a white screen and the game froze. This happened to me three times and contributed to me almost not finishing the game. I only got one ending because I didn't want to play through the game again and risk that freeze.
The sound was good, the stage music was engaging and didn't get tiring despite how long I was hearing it. The remix of Enoko's theme that plays in the cutscenes was also quite nice.
Good balance between story and gameplay. The story was compelling enough to make me play it multiple times (before the crash was fixed) to see it through to the end. I liked the various changes that occurred as time passed - that was a neat touch, and helped sell the narrative impact of time passing despite not much time passing for the player. Overall 3D aesthetic/gameplay works well, and is a nice change from the usual 2D shmups.
Two small bits of feedback regarding the gameplay:
- Getting hit near the end of a level and being sent back to the start felt punishing. Having even just one spare life would have helped a lot with this.
- When hugging the bottom of the screen, I'd occasionally get hit from behind from an enemy that already passed me. Eventually learned to not hug the edge of the screen, but it felt pretty bad.
Amazing game! The story is very creative and having multiple endings is very nice too! The stages have an awesome song and they are pretty challenging, as a Touhou player I always tried to graze the projectiles but it was very hard due to the hitboxes so it's usually easier to completely avoid the danmaku patterns... Lovely graphics, I didn't manage to get Ending A but the endings I got were very satisfying, even if they made me sad.
I really love the story of this game. Seeing Marisa age both in gameplay and in the dialog is a really nice touch. Sadly, I wasn't able to get all the endings for now since the game crashed but I can't wait to see the other endings once I have the time to replay the game. The only gripe I have about this game is how it takes quite some time to restart after death, although you've mentioned it's because of time constraints. Good work overall, love it!