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Touhou: Fantastical pursuit's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #1 | 4.638 | 4.638 |
Challenge (Tough but Fair) | #2 | 4.128 | 4.128 |
Overall | #4 | 4.191 | 4.191 |
Gameplay | #4 | 4.043 | 4.043 |
Story/Writing | #7 | 3.596 | 3.596 |
Use of Theme | #8 | 3.723 | 3.723 |
Concept | #13 | 3.894 | 3.894 |
Ranked from 47 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
White Pikmin, Dedalocious & J'Camilo
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Comments
rageant mais tres bon jeu
Dis one's fun! Well polished and flows like butter as usual, with a very forgiving and consistent gameplay loop. Definitely a small and addictive enough game to want more of!
I'll get my main nitpick out of the way now though. It felt like the level architecture wasn't super fitted to how the game controls. With so many downward slopes you're not touching the ground about half the time and it never really felt like I could choose when to jump as much as find the right spot. This was tough in the beginning of the bamboo level especially bc there were lots of little ridges and low ceilings. This also applies for the up-slopes because accidental wall clinging or even just brushing up against the wall kills your momentum and snags the pace a bit (also acceleration changing direction could be a touch faster). Tbh the wall jump might've been best as a specific mechanic in the walls that use them.
Anyway sorry nitpick corner went on for so long, I do really love this! Just trying to theorize what could mitigate those deaths that don't feel as earned.
Thank you for the feedback! I wish we had more time to test out all the levels for that reason.
Is funny how it was harder with Reimu than Marisa, really enjoyable game, the level design was hard but fair, music and art is amazing, it should be a small reminder that you can deattach from a wall pulsing down
The concept of the game is really nice. The wall cling, while great, didn't need to be on all walls. It would cause me cling when I hit the side of the ceiling, losing me distance. As such, some of the jumps required were incredibly precise and frustrating.
But the presentation though, sassy Komachi brought it alive.
OK, the game is cool an everything, but oh my god, having a fast paced chase game get you stuck when jumping against any wall / actively bounce you back towards Komachi is so frustrating.
This thing leaves me wanting for more : O, add races, time challenges and you get a winner for TJ3
I didn't know the world needed sassy Komachi death screens.
Love the aesthetic, great pixel art!
amazing