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winter carnival '21: 東方難昔 "burning silvergun"'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Challenge | #17 | 3.510 | 3.792 |
Gameplay | #20 | 3.510 | 3.792 |
Audio | #21 | 3.318 | 3.583 |
Visuals | #28 | 3.510 | 3.792 |
Overall | #29 | 3.318 | 3.583 |
Story/Writing | #41 | 1.697 | 1.833 |
Use of Theme | #47 | 2.315 | 2.500 |
Concept | #52 | 2.700 | 2.917 |
Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
t.boddy
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Comments
Pretty solid, short and complete STG, and in my opinion the two difficulties were well balanced, so good job!
I also like how I instantly recognize the artstyle now but that's besides the point. I featured this game in my showcase video!
https://youtu.be/PoWrHcmGjbU?t=2747
A SHMUP starring everyone's favorite kappa and engineer!
Real nice visual aesthetic on this
intro and menu in particular. Patterning was solid; homing shot seemed to have relatively niche use (i.e. it was only useful when the denser hard mode patterning made it so hitting things with strong shot wasn't an option); discovering that specific background blocks could be broken for score bonuses was neat.Thought it was a bit strange that the entire game seems to restart upon clearing/failing the stage.
I really like the artistic choice in your games, so much retro-like.
The sprites could be improved adding animation, it could be really nice to see that in your games, but well, we're talking about games done fast, so its ok, I guess xD.
Hard mode was not that much impossible, I could even dare to say it needs to be harder.
The hitbox did its job and nitori lived, but wave attack felt kinda useless, it doesn't feel like doing that much damage to anything xD.
Still, very good shooter and a great tribute, the music goes very well with it and it feel kinda fair.
Interactive background in scrolling shooters is always cool. It almost always seemed better to use the main shot over the weak shot.
Hard mode difficulty felt good for me, though I didn't finish the boss. Focus would have been nice to have there.
Is there a story behind Nitori being the MC?
> or did i just spend way too much time coding the fucking menu
Big mood.
Low RAM usage, great visual style and gameplay to boot!
My only real gripe would be the controls. Even though the controls are listed upload page, it assumes the player is familiar with X and Z as inputs (if using keyboard) in the menu and in game.
Maybe using the ENTER key would be better as one of the buttons, to help users navigate the menu?
It would be nice if the use of the theme is a lot more prominent in the game itself.
Other than those 2 points, I really enjoyed the game!
Low RAM usage, great visual style and gameplay to boot!
My only real gripe would be the controls. Even though the controls are listed upload page, it assumes the player is familiar with X and Z as inputs (if using keyboard) in the menu and in game.
Maybe using the ENTER key would be better as one of the buttons, to help users navigate the menu?
It would be nice if the use of the theme is a lot more prominent in the game itself.
Other than those 2 points, I really enjoyed the game!
Great game! I only wish I knew how to not run out of time. I managed to beat it after a few tries, but it was close. Both stage and boss danmaku was fun to dodge. Perhaps the combos could have been a more integral part of the scoring, but this is already incredibly impressive for a solo developer.
Score 70090 (Hard)
Thank you for making this game.
Awesome doujin shmup style! It's all superpolished. I'm finding it difficult not to run out of time though!
A nice and smooth danmaku game! Quite fun and pretty
you always have some smooth danmaku stuff in these jams, and this guy is no different. i didnt do super well first time but its nice and replayable. kinda hard to tell if the unfocused or focused shot is stronger when shooting straight ahead though
score: 21930 (hard mode)
This seems really polished! The visuals and music are great and really fit that old arcade shoot em up feel, with gameplay that feels responsive and appropriately difficult. The only nitpick I had is that the background blocks aren't immediately obvious, and it took me a second to realize that I had to break them to collect upgrades or hit enemies on the other side.