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Touhou Nuclear Madness's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Story / Writing | #18 | 2.884 | 2.884 |
Challenge | #32 | 2.651 | 2.651 |
Use of Theme | #38 | 2.837 | 2.837 |
Visuals | #38 | 3.000 | 3.000 |
Audio / Music | #40 | 2.465 | 2.465 |
Gameplay | #44 | 2.372 | 2.372 |
Overall | #46 | 2.605 | 2.605 |
Concept | #47 | 2.791 | 2.791 |
Ranked from 43 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
RobinTheHoo
Streaming Permission
Yes
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Comments
An option to skip dialog or reset level would have been nice because, you know, you lose a lot in this game. I played both versions but I'm still trying to defeat Okuu from the jam version.
I agree.
So funny thing. I'm developing a final version, and the skip dialog feature is already in it (It's actually in the v2 version too, but it just auto-unlocks after 7 tries).
Resetting levels is something I'll take into consideration.
Happy to see that you tried both versions :)
i like the pixel details but i think this feels like another game but with some touhou slapped on it....also nerf okuu plz
I know what you mean
We strayed from touhou a lot in this game
Perhaps a bit much
this game is impossible
but i am impossible too
I am sori Aeon
I impossibled it
Tried both the jam version and the post jam version. The game is fun but also pretty stressful. Also there is no quit button in the downloadable version so the only way to quit the game is alt tabbing or alt f4-ing.
I played the post jam version first but strangely i found the jam version to be more fun, even if harder. It's possibly because of the sprites being the actual characters. I suggest that you try to draw sprites for the characters even if you're not that good at pixel art. It gives a more charming feeling than the coloured blobs in v2. The other visual elements of the game are pretty good though. I like how the endings of the game are conveyed through the bunbunmaru newspaper. It's really funny.
For utsuho's fight, the jam version took me a lot of tries but i eventually beat it, and honestly the hardest part of it is that there is no i-frames when getting hit so if you get hit you're likely to lose 3 lives because all the bullets are clumped together. My strategy to beating her was to just hug the bottom of the screen and ocassionally go up to deal damage. That was the same strat i used when i replayed the v2 version except there was more leeway due to bombs and i-frames. I think the player movement speed is too slow compared to the speed of the bullets utsuho throws. Hugging the bottom of the screen isn't very exciting but if the player was fast enough to dodge out of the bullets if they were at the same height it would make the fight a lot more enjoyable. Along with that is that i think the hitbox should be smaller since there are small gaps between the bullets but the hitbox is too big to feasibly dodge between these gaps.
Sagume's fight is a lot better than utsuho since there are actual patterns that you can learn and dodge from. Though i immediately died to the jam version so i cant comment on that one. I like how she says the names of the attacks.
One final thing is that i think you should add indicators to the boss' height on the player's side of the screen, similar to how touhou games from 7 onwards show the position of the boss on the bottom of the screen. This would make it far easier to focus on dodging while still being able to damage the boss.
Finally, a main menu would be nice that lets you choose which fight to fight after finishing the game.
> Tried both the jam version and the post jam version.
Wow. Thank you for giving them both a try. I had imagined very few people would play both versions.
> Also there is no quit button in the downloadable version so the only way to quit the game is alt tabbing or alt f4-ing.
Yes because I didn't want to let you leave :3
> I played the post jam version first but strangely i found the jam version to be more fun. It's possibly because of the sprites being the actual characters.
I agree wholeheartedly.
For context, we removed the sprites because we got them from spriters-resource, and the original source's developer had not given permission for ripping. So we had to get rid of them.
My artist teammate had other affairs to take care of, so he couldn't work on the project for now, which is why I had to use my (well-developed) art skills, and bring to you the blobs.
(Nevertheless, you have encouraged me into trying my hand at the sprites, and I shall do that :) )
(Also, as a player, I kind of agree with the jam version being more fun, because I thought the Utsuho fight became a little easy in the post-jam version)
> Hugging the bottom of the screen isn't very exciting but if the player was fast enough to dodge out of the bullets if they were at the same height it would make the fight a lot more enjoyable.
I understand. I see what you mean, because the player would get to maneuver around a lot more, rather than stand still and wait. I think I will release another round of balance changes where I try to make the fight more oriented toward this.
> Sagume's fight is a lot better than utsuho since there are actual patterns that you can learn and dodge from.
I'm happy to hear that someone who played the post-jam version actually learnt and dodged the attacks. From other player's feedback, it seemed that all patterns were unfair and players would just cheese the fight.
> Though I immediately died to the jam version, so i cant comment on that one.
Hehe it is, honestly, complete garbage. I pretty much replaced all the patterns from that version.
> One final thing is that i think you should add indicators to the boss' height on the player's side of the screen, similar to how touhou games from 7 onwards show the position of the boss on the bottom of the screen.
I had no idea this existed. This sounds like a very nice QOL change. I will definitely do that.
> Finally, a main menu would be nice that lets you choose which fight to fight after finishing the game.
Haha, perma-death in a bullet hell may not have been the smartest move. I'll take this into account, too
Again, thank you for trying out both versions of the game, and giving such elaborate and extensive feedback on each. It really, really helps me, and I will soon deliver a new version with improvements.
Great concept. The start where the reactor blew up was very funny. I really liked that.
As for the gameplay, some of the patterns are so fast that it's not feasible to dodge them. Utsuho fires constantly so there little room to get in and make use of the graze bonus to shoot her. Having checkpoints after each boss would be nice.
Overall this is a great attempt. Keep up the good work.
Thank you for the positive words :)
The difficulty is quite high, yes. I play-tested the game so many times that I lost complete sense of balance, haha.
Yes, checkpoints would make sense. It should help mitigate the difficulty, too. I'll write it down.
Again, thanks a LOT for trying out the game, especially the post-jam version. It really made my day.
There's lots of room for polish.
I can't pinpoint what makes me think this, but something (or three?) feels off about the story. I couldn't enjoy it.
The balance... Well.
TLDR:
Please allow the player to have more strengths to make use of. Either that, or have the enemy's attacks match better the limited strengths of the player character.
Full version:
I didn't have fun due to the unfairness of the enemies. Utsuho fires these fast, ondulating, random bullets frequently, and the player has nothing to compensate. We got a big hitbox, we move slow so no getting out of the way quick, no other way to shoot at the boss than being at the same height (which is the aforementioned zone of death), and no mercy invincibility.
In other words, there's no way to do skill-based gameplay.
Boss!Sagume is barely more tolerable. Has the same problems but not on the same intensity for each. The curving bullets are actually okay somewhat. But the high speed random salvos... at times you just cannot dodge, end of story.
I get what you mean.
I think maybe the story wasn't enjoyable because we didn't really flesh out the idea much. The dialogues are a bit crude and mechanical. Plus it doesn't help that it probably takes an average of 1 hour to beat Utsuho, due to the poor balance.
I agree wholeheartedly with the limited strengths issue you have bought up.
Which is why I'm happy to tell you that we've been working on a 2nd version of the game, addressing all the things you mentioned. There are actual iframes (that was apparently bugged lmao), a Touhou-style hitbox, the classic bomb, and a special passive effect. It will be released soon (Will be announced on discord))
And honestly, man/woman, kudos for even reaching Sagume. Either you put in a shit-ton of time, which I am so happy to think, or you are a god gamer, which is pog.
Thank you very much for your valuable feedback :) I truly appreciate it.
Interesting boss fight, but Utsuho moves and shoots so dang fast I wasn't sure it was possible to win. Story is funny tho
Yeah, you're being kind with the adjective, I know haha. Thanks for playing :) happy to see you like the story.
P.S. We are working on a second version, which will be released soon (will announce on discord)
Pretty fun story, the concept isn't that bad either.
The art is really good, the game is very hard through.
Also, good music choice, but I think I would have liked it more if you did the songs by yourself.
Keep it up anyways! Good job.
:) happy to hear you like the story, art and concept.
You're right, I wish we had done the music ourselves too. Sadly, we mismanaged our time a little and had to resort to other sources.
Yes, the difficulty balance is completely messed up.
We're working on a second version (Separate from the jam) which addresses the music and difficulty. I'll notify about it's release in the discord.
Thank you VERY much for trying the game, and the feedback!
Way too hard, and not in a fair way.
Also, did you receive from A-One permission to use their music like that?
I think Sagume said something along the lines of 'This game is quite easy' during development and hence the difficulty went boom-bam XD
As for the permission from A-One, the tracks used are from Odyssey Eurobeats/Jessa Stebbins. I don't know if the copyright holder is A-One or if it is Odyssey.
It seemed like there is a big gray area when it comes to using toho music for fan games. Some elaborate reddit discussion scourging later, it seemed as if it was alright to use the music with credits to the original creator (done on the game entry page). It might not be okay (in which case, we don't mind removing the audio tracks). And similarly, we also opted out of the audio design category for the jam.
Hope that explains it!
Incredibly difficult, but pretty fun! Shows how bad I am at video games haha
Thank you for the compliment! It truly makes me happy to hear that you enjoyed it.
Also, I'm pretty sure you are better than you think. This is definitely not a game you can base your skill level off of.