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I DON'T WANNA BE THAT TAOIST's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Challenge | #3 | 4.000 | 4.000 |
Use of Theme | #8 | 3.947 | 3.947 |
Gameplay | #10 | 3.632 | 3.632 |
Concept | #12 | 3.974 | 3.974 |
Overall | #14 | 3.737 | 3.737 |
Visuals | #16 | 3.816 | 3.816 |
Audio / Music | #16 | 3.447 | 3.447 |
Story / Writing | #26 | 2.553 | 2.553 |
Ranked from 38 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
hp78, Rozarai, Vento, JLam
Streaming Permission
Yes
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Comments
Cool concept: ghosts of failed attempts that can serve as stools! But not primordially useful in the sense that dying isn't central to game progression, and that you bump into and get pushed by all the ghosts really hard, which can be a hindrance in some cases.
I like the illustrations and Miko's portraits. This artstyle is fun to look at.
The gameplay... I think it's kind of messed up.
Most of the time it's either: my jumps get ghosted (me press Space but Miko no jump), or Miko interacts very weirdly with terrain (walljumping on the ground, inconsistent dying to side of spikes, inconsistent walljumps, Miko gets stuck in a "non-walljump" state when she's hugging a ledge (which means I can't walljump even though she should be), Miko somehow gets stuck on the ground... )
I meant to do a no-death run of the game but that got really unfun.
So instead have some footage of my no-death attempts, where I'm getting bullied by the game - I hope it'll help you troubleshoot issues and polish this otherwise nice platformer.
P.S.: Oh yeah also why is "Delete Ghosts" on [Backspace]? That's so far from [Arrows] and [Shift]. Couldn't it have been put on [Z]/[X]/[ctrl]?
While the idea of your dead spirits helping you on future attempts is really interesting, I didn't think it was executed that well as they often get in the way, and if you do want to take advantage of them there's a lot of waiting involved. I have bigger gripe with the controls however, since Miko moves instantaneously instead of accelerating/decelerating and at such high speed at that, precise movement feels very difficult, and since she wall-sticks even if you're grounded I also often wall jump when I don't mean to. The combination of using the spacebar and shift key also wasn't comfortable for my hands so although I like challenge I eventually stopped persisting.
I hope this doesn't come across as overly negative, I get it's meant to be a parody of an "unfair" game - honestly the level design was actually pretty neat and didn't feel like it was trolling me that hard - but more underlying issues related to controlling movement made the experience worse for me.
I feel like the spirits got in the way more often than not, but it's easy enough to banish them so I don't mind.
Not as hard as I expected, but I'm sure not getting that <15 deaths ending any time soon.
I think if this game leaned more into the "use your dearly departed mikos to beat the kaizo traps!" angle more, like a puzzle platformer, I'd personally enjoy it more. The second to last level certainly feels the most suited to it (it's also the hardest I feel). It's neat how you don't have to rely on the gimmick to beat the game , but Miko yeets herself too fast for precise platforming to my liking.
Music and graphics were very charming!
Movement feels great and I love the concept of sprits helping you disarm some traps, which actually makes death not a punishment exactly, song makes me hyped and graphics are cute and full of funny memes... It fits the theme perfectly in a fun way! And oh boy is it hard, it took me a while to beat the final level and... wait there are MULTIPLE endings???
Love it, thanks for making such a fun game.
whether its the traps, the controls, yourself from the past or the wall collision, there truly is nothing in this game that cannot kill you
Spent 2 hours to get a 4 death no spirits run. Worth it.
Got stuck in corners sometimes.
The game looks and feels really good. I just wish there were some effects on Miko's movements like speed lines on dash and sound effects on jumps. Having that feedback could make the game feel sharper.
223 deaths what a gamer I am
I admire your perseverance.
Cool Miko art and the use of tweening makes it the sprite look good without actually having sprite animation.
I had to persevere a fair bit to get the good ending.
The controls are a bit too twitchy and some typical platformer features like coyote jump could be nice, but overall pretty good game feel.