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Day of Judgement's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Concept | #19 | 3.623 | 3.800 |
Visuals | #20 | 3.814 | 4.000 |
Challenge (Touhou but Fair) | #24 | 3.146 | 3.300 |
Gameplay | #28 | 3.003 | 3.150 |
Audio | #29 | 2.813 | 2.950 |
Overall | #29 | 3.146 | 3.300 |
Story/Writing | #38 | 2.098 | 2.200 |
Use of Theme | #38 | 2.574 | 2.700 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
Motepral, 0megamat, DragonRange, Rendriz
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Comments
Neat idea! I included it in my Touhou Jam 5 compilation video series, if you’d like to take a look. :)
I like the idea this is going for a lot! On top of that the 3D models are nice and the 3D shooting translates pretty well. I also like the neat transitions, that had a lot of character. I think the unfortunate downside of it all is the resource management system might not blend into all this too well. Maybe it's just my experience but it turned each encounter from having fun dashing around enemies and thinking of which shot to fire into reluctantly approaching each group of enemies and firing random shots into the abyss to manage my resources, slowing the gameplay loop a lot. Experiments are experiments though and I'm just one person, I really like what you've put
the idea was to make the player feel like a judge, make you create the balance between judging good and evil, not judging everything as evil our everything as good, just like the taijutu shows, the idea was not to shoot everything, but use what you have to make a decision and then judge...it seems i couldn't pass that idea very well...anyway, thanks for the feedback xD
P.S.: the 3D models were made by DragonRange and the transitions by 0megamat.
Neat. Cool menus too.
The game gets a lot easier if you just keep to the left or right side since most enemies will never try to get closer to you.
Sometimes I felt like my bullets were passing through enemies, but my aim might have just been bad.
the bullets colliders were a bit off, but i adjusted and it seemed about right...but after you said that i'm not so sure...thank you for the feedback xD
Pretty fun as a half-puzzle half-shooter, and aiming in 3D environment feels just about right (many "3D danmaku" games have aiming issues). I like the design where the player needs to manage resources and lure souls with the optimal color.
It's a great concept which also fits the theme. "Use Mouse Button to Judge Souls" might be something I want to say it aloud some day. It's as badass as your UI transitions. You definitely had a great UI artist on your team and that spherical UI rotation was just inspirational.
Thanks for the comment, i'm really glad that at least someone got the message right about the judgement puzzle thing all of the arts on the menu and the transition were made by 0megamat, and the gameplay was made by me.