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A jam submission

Touhou SpiritsView game page

Touhou Contra with Combo Scoring System
Submitted by Zatsupachi — 54 minutes, 27 seconds before the deadline
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Play Contra Touhou

Touhou Spirits's itch.io page

Results

CriteriaRankScore*Raw Score
Challenge#243.2313.565
Gameplay#313.1523.478
Overall#392.9553.261
Concept#443.3103.652
Visuals#452.8773.174
Use of Theme#462.3252.565
Audio#481.8522.043
Story/Writing#511.4191.565

Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team Members
ZATSUPACHI, celicato(Meira)

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Comments

Ah yes. Contra but Touhou. Game is good enough but plagued with gameplay flaws.

-Sticky controls: there were several times where if you press/hold several keys at a time, if you release one, Reisen won't stop doing the held inputs until like three seconds later. I.E. there was a time where I was holding "Aim while not moving" and shooting to the upper-right - when I released "Aim", Reisen not moving until 3 seconds later. Another example: the same but with "Crouch". Another example: was running to the right while holding Shoot. When I pressed Jump, Reisen didn't jump and instead dropped into a pit. I couldn't troubleshoot what causes the controls to stick but really it's annoying when it happens.

-Respawning spots: it's most noticeable in Stage 2. Reisen may respawn on top of a pit, or below a platform's floor hitbox. It's really frustrating and slaps player in face. Combine this with Sticky controls and... well I think you can guess it.

If these flaws are corrected, I can easily see this game being real fun. Look, I've included this game in my showcase video!

https://youtu.be/bFHWSZ1BOBw?t=6034

(Also I legit pogged in real life when I first saw the title screen lol)

A good contra-clone.

(1 edit)

Had a great time figuring this out, but it still have major things it must be addressed, some positions of the platforms made me fall quite a lot, and the new lives were lost before the very same, waterfall is a good example, if you fall in the wrong place, you spawn in the very same spot where you died and die again.

Sprites are actually good,  in a  sense that the interpretation was nice enough to know what weapon they were carrying, and the execution of their shots was accurate, scenery was just ugly overall, moving around it wasn't quite enjoyable, sorry about that.

Weapons are something that just need adjustments, some sounds are quite loud and some bullets, em, weird, laser moves along with scenery, and rockets are too slow and useless, also, I never used the "stand still and shoot" button, is far more easy the "duck and shoot" one.

This was a nice tribute and I really enjoyed the concept behind it, good job!

This is pretty faithful (and, y'know, good)! Particularly in the level design/backgrounds and enemy placement, it definitely feels like a Touhou version of the first couple of Contra stages. The gameplay is a little floaty, but solid (I still prefer this movement to those rigid arcade jumps) with all of the classic aiming options, and the sprites are great, especially that title screen art. Only complaint is the lack of music, but considering the sound effects and everything else being quality, it makes sense.

Submitted

I'm a big fan of Contra! One of the first games I played, I've played all of them quite a bit so it's very nice to see a Touhou version. As a suggestion, I think the original NES controls of crouching with down arrow work better, I know shooting straight down by having to jump is a pain but the separate crouch button is really difficult to juggle. Otherwise the gameplay was very good! and I love the title screen

Submitted

I really liked this game. It's both polished and with enough content to be worth playing not only in the context of a game jam. I managed to clear it with a score of 17730 after several tries. Big thanks for making this game.

Submitted

I know absolutely nothing about Contra, but this seems pretty neat. I dunno where the fairies got guns, but hopefully they got training with them :P

Submitted

i haven't played contra so i don't know how it stacks up to the original but cool game, graphics would probably look a lot better if it was upscaling them with integers because rn there is some interpolation messing with it

controls are good, shooting is good, the bust-mode shot type is kinda hard to use, the other ones are cool. sometimes you can get caught in a die -> respawn -> die loop but it looks like that is accounted for a bit because i never got into a position that i lost all my lives at once

also you cant jump while shooting and holding down? unfortunate

Developer (1 edit)

You can. But not on a top-solid platform. 

Since in contra games that's typically how you jump down from top-solids. However unlike Contra games pressing down usually makes your character go in prone position(which in this game is assigned to different button) before you jump down, in this game it just makes you aim down which wasn't a thing unless you jumped or you're holding the 'R' button for Contra 3.


I was debating whether or not to have some accessibility options for the controls, like making them configured like Contra 3's where aiming down from a stand still required another button input. Or making the crouch button be a valid button to jump down from top-solids instead of pressing down. But never got around to doing so.

Submitted (1 edit)

There's a neat amount of layers to this platformer, what with the variety of weapon types and the ability of enemies to camouflage. The jump mechanics took some getting used to - I think it's because you can cancel your jump throughout its entire upward motion. Also, I brainfarted a lot and jumped when I wanted to crouch (and vice versa). Oh yeah, in the second level, a lot of times you respawn somewhere with no footing and fall down again which had me like.