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Reimu and the Fantasy Mirror's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Use of Theme (Reflection) | #8 | 4.259 | 4.259 |
Concept | #9 | 4.222 | 4.222 |
Overall | #10 | 3.963 | 3.963 |
Story / Writing | #15 | 3.185 | 3.185 |
Balance (Challenge and Fairness) | #16 | 3.259 | 3.259 |
Gameplay | #17 | 3.630 | 3.630 |
Visuals | #22 | 3.593 | 3.593 |
Audio / Music | #25 | 3.148 | 3.148 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
Hakurei Shrine Temple
Streaming Permission
Yes
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Comments
Alright, game updated to 2.1! The crash bug should be fixed, but, if you still manage to encounter it, don't be afraid to point it out.
I died to the bug in the last level "crying emoji"
Loved this one great twists great jam game!
Thanks for playing! I'm working on a fix for that. One that will hopefully get rid of it once and for all (it's been plaguing my game since the first release...)
You can use the skip button 'O' to go back and try the final again, or just see the endings.
Dang, and this is in the latest version (2.0b)? I've been trying to squash that crash bug for quite some time now. I have no clue why it also only happens with Style 3: every other style seems just fine compared to it.
I've been suspecting it's because players change style right as the bullets try to delete themselves: I changed it so that they try to despawn instead, but it seems it doesn't matter what the order is: if it's sent as they're already being deleted through the other method, the game thinks something's wrong and just goes kaput. And my theory should technically also apply to other Styles, but the game insists on it only happening with Style 3...
I guess I'll have to change the way the bullet delete themselves entirely: separately from RPGM's movement route system.
Thanks for playing by the way!
had that too. twice. also browser version. played yesterday. so current version. stages were the one where u have to reach the top enemy as non-purple than hurry to transform to purple and kill it. and the first stage to introduce pink barriers. dunno if there r more lvls with those as i gave up after that crash... a level select would be nice. (also to be able to select the reimu version available for the selected level before entering the level so u can easily see the different start dialogues for the lvl since restarting a level doesnt retrigger that so you miss out on alternative dialogues)
since im already doing a suggestion, lets add another one:
configurable keybinds... as a german player i have a keyboard with QWERTZ layout. so games that force the usage of X and Z are annoying as heck since the way your fingers have to be to hit those with the same hand is uncomfortable.
otherwise cute game. like the idea of switching between the reimu versions and thus have different visuals and gameplay mechanics. though the dark/eyeless reimu was a bit weird... was that added because the game was made around halloween?
EDIT: yes i forgot skipping levels with "O" is a thing...
Z and X is the standard for RPG Maker, and you can use Numpad as well if you have that. Still, I'll see if I can add configurable keybinding in the option menu in a later update (the upcoming one today is mainly for JP and French language support, as well as fixing that crash bug). Thanks for playing by the way!
yeah, because RPG Maker is japanese software. and japanese games often have Z and X without configurable keybinding as well. really frustrating when i wanna play japanese games... especially plattformers... i suffered a lot from that... had to set an additional keyboard layout (QWERTY) in my system (language settings u can add additional keyboard languages) to switch to for those games... but always annoying when i accidentally switch (default shortkey for switching layouts is ALT + SHIFT easy to accidentally trigger when doing another shortkey with those 2) or forget to switch back and then try to write something and z and y r always wrong and all special characters too... so whenever possible i change the keybind ingame instead. and if its possible to send feedback to the dev(s) i always ask for keybind configuration.
Really like this one! I was not expecting 3D at all : D
I've got nothing bad to say really, outstanding work
Thanks for playing! 3D was only implemented in the final hours of the initial 3 days, so it wasn't a sure thing when I conceptualized the game. You can actually opt out of it in-game if it slows your gameplay too much and see what I was practicing the levels on beforehand.
Pretty chill puzzle game, the visual and sound effects are hilarious. I couldn't get pass the evil eye level but that could just be me not knowing the strat for that one.
Thanks for playing! I'll have a full playthrough with solutions to all levels up on my Youtube channel of the same name (HakureiShrineTemple) up sometime in the future, in case you ever want to try this game again.
Also, you can skip levels by pressing the letter 'o', in case you're just interested in the ending(s) at that point.
my personal favorite of the jam. rpgmaker bros eating good with this one!
Thanks for playing!
reimu hasent been seen smiling since 1998
What no donations does to a shrine maiden.
Thanks for playing!
Pretty good for a first game. Some of the levels do get frustrating when you have to retry them (especially the counting one) and there is some jank with the 3d mode. Some QoL features like a faster speed to switch between modes (especially at the end) and a more consistent way to interact with enemies in and the 3rd and 4th mode would be useful. Also i didnt know it at first but the signs say different things depending on your mode which made me miss an important detail about the third mode.
But the last puzzle was really good and the endings are quite hilarious.
Thanks for playing! I will be updating it over the next few days to address QoL issues.
However, there's little I can do about the 3D jank, as the MZ3D plugin is still in a very experimental state and unoptimized. I used it anyway because I was a bit stubborn, but I have given players the chance to opt out through the reset menu, in case it is unbearable for them in gameplay.