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Rémilia’s Quest's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #21 | 3.410 | 3.741 |
Visuals | #22 | 3.376 | 3.704 |
Challenge | #24 | 3.072 | 3.370 |
Audio / Music | #28 | 2.937 | 3.222 |
Overall | #28 | 3.241 | 3.556 |
Concept | #32 | 3.173 | 3.481 |
Story / Writing | #36 | 1.384 | 1.519 |
Use of Theme | #36 | 2.633 | 2.889 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
Enalye, JonathKane, Archivist, Hiskov, PC_Volt, Saidus2
Streaming Permission
Yes
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Comments
Given that there seemed to be no checkpoints/long stages and the boss immediately wrecked me, the challenge on this feels a bit off, but I think the sprites are cute and I enjoyed the gameplay -- movement in particular. It reminded me of exploring in a Metroid game when you have enough abilities to start going to any corner of the map you want.
We ran out of time to properly balance the difficulty and to add a proper retry system. Glad you liked the animations and movements !
Ah, projectile platforms. Very skill-shoty, I like it.
A few things I'd like to point out: The lighting difference is drastic in some places, it causes a strain on my eyes, but I guess that's a more personal experience. Another thing is when Remilia lands on the ground while previously being mid-air, all of her lateral motion is lost, a bit of a setback on your mobility. The maps themselves are also huge, so it became a game of hide-n-seek, and the amount of places someone can hide basically covers the entire map, since supposedly there isn't a corner you can't reach.
All in all, this still reads like a get-gud kind of game, and I'm always up for the challenge!
Nobody seems to like the landing recovery, we’ll change that behaviour in a future update. Yeah some places are harder to see, I think that’s something we can also address later on.
This is a harrrrdd game... I got to Suika but didn't make it through, haha.
The game felt quite fun to play! The player mechanics were pretty enjoyable, and I liked how extensively you could make use of the Shuriken Platform to get around.
The biggest complaint I have is that bullets are impossible to make out from the explosion effects, which makes defeating enemies difficult without also getting hit.
The lack of lives is also an issue. Adding life drops, checkpoints or even an option to set your starting lives may help things significantly?
Overall, though, this is a highly polished work. Good job!
We plan to add a continue screen soon enough. We'll also likely update bullet graphics and tune down the explosion effect so that to get better visibility.
Thank you for the feedback!
PS: I deleted another of your post as it seems to have been duplicated?
It probably is a duplicated post, yeah. My phone does that sometimes.
Would love to see the updated version!
I did manage to clear the game, once I got through stage 1 and 2 which took a few tries, I was able to beat the rest on my first run (somehow). Though I'm pretty experienced with platformers, and probably got lucky against Suika lol
Pretty ambitious all things considered. I was surprised by how long this is.
I basically agree with what's been said so far regarding the difficulty. With checkpoints and/or maybe health pickups in the stages themselves, I think the difficulty would've been really good, but as it stands it's very punishing. I also want to echo the issue with the particle effects from Remilia's bullets blocking enemy projectiles when they're first fired. This made some bits more difficult than they should've been.
Something I noticed was that when Remilia lands, there's a slight bit of landing lag and her horizontal momentum comes to a complete halt. I found this broke up the flow of movement, though I did consider that maybe this was to make landing and staying on the small platforms you create easier? I can see players sliding/walking off after landing being a potential issue. If that's the case, I can understand, though there probably would be a better way to go about this than universally giving her lag upon landing. For example, something the game already does is have the stand-able collision of the platform extend beyond the visual.
Something small but really stood out to me and made me laugh was the sound effects for Remilia's flying and her crouch. Was just very goofy in a kind of way that suits her, since her whole shtick is being the spooky scary powerful "Scarlet Devil" while then also acting like a spoiled child. Also her sprites are just adorable~
We initially decided to have it be a pretty challenging game (in particular stage 3 and the boss fight) and leave it overtuned so that not to spend too much time on balance. We were actually as well out of time and assembled the stages together in the last hour of the jam. Initally there were plans to add extends as collectible items, but seeing as the timeline was coming up, I instead opted to add an extend when you clear a stage (up to 5), and to reset the number of lives to 3 if the player falls under that.
A lot of people have reported the same landing lag issue that you have, which I did not notice during testing initially (I worked on the player character movement almost exclusively). It just so happens that is because I made the landing animation cancellable with a jump, but not with normal movement... I will likely address that as well in a future update.
The British bag o' tea crouch was actually a planned feature, I am glad you liked it!
I still hear the echoes of our level designer laughing frantically while citing Getting Over It when he implemented that level. He even asked me to raise the map size limit of our map editor to 200.. brrr
We already did some updates, Idk if we’ll add content but for now, we are patching the game’s biggest issues (like objectives, key mapping being unclear, being lost in the level, softlock caused by an unslidable spot on one particular map, etc). The retry system is next in that list. And I want to redesign Suika’s fight.
DIED ON SUIKA. NO CHECKPOINTS. SORRY
getting around is a fair bit scuffed but it is okay because remilias spritesheet is very pretty and her attack is awesome. you even put in classic touhou ability "shuriken platform", everybody usually forgets about that one.
the single life is pretty tough though. guess it makes victory that much sweeter!
The single life issue comes down to only have 1 hour left for playtesting, already too late to implement a proper retry system. This seems like the biggest problem our game have, we’ll surely add one in a postjam update.
Hi there. What a very challenging game you all made here! I like how hard but a beatable game it is, at least up to stage 5.
I streamed the game here around minute 59 in case anyone is interested in watching it for around one and a half hour.
Definitely enjoying figuring out how to beat each stage. When you know the trick, it's all back to how good you are with the control. Unfortunately, I didn't manage to clear stage 5 on the stream, but I manage to clear it off stream. It's easy when you know that there are only 3 sets of small fairies and big fairies, so you can just tank one or two bullets from the small fairies. Stage 6 (Suika) however, is a different beast. I tried it several times but still didn't manage to beat it. My theory is that you need to dodge the bullets barrage at the correct interval while keep shooting, but that might need some practice, so I'm not sure if that's the correct solution.Overall, I like the game! It'll be great if the retry system that we talked on the stream is implemented, but I would suggest to add the retry limit since once you figure out how to clear it, the stage will become a piece of cake.
Thanks for the awesome game!
Thanks for streaming our entry ! Yeah we’ll definitely add that retry system. I also think Suika should be reworked to have clear phases.
Rémilia's controls are amazing (besides how you have to stop whenever she lands).
But there are a couple of things that don't feel as good and hurts the game.
There's the explosion effects on Rémilia's attacks, they're pretty good at camouflaging enemy bullets. Goes without saying, the explosions are of the same colour as the bullets, and they're really bright too.
The lack of checkpoint. I got to the boss (that's stage 6) but damn it's hard in a stupid way, I replayed the game 4 times up to the boss only to get cornered in 1 second (because there actually little space to dodge, and I have to be on HER platform if I want to hit her) and get sent back to the title screen.
So yeah, the "feels good" are held back.
I agree, the truth is the ennemies are using the explosion sprite as projectile, we didn’t have time to make dedicated bullets. That really hurts the game’s clarity. And yeah, a retry system for each stages was also planned, without it, the game seems too difficult (and also suika which gives the player no break).
Really liked Remilia's moveset: wall clings and creatable platforms are always fun. Remilia having a different outfit is also neat. I eventually had to stop though because I couldn't find the last enemy and died trying to find it. Maybe a mini-map could work?
I agree, during playtesting we planned to add at least an arrow pointing at the objective but unfortunately, time was running out. I think i’ll add something in an update soon.
I got stuck here. She doesn't slide down, and jumping from the wall just grabs the other wall.
We tried to remove every single corner like this before the deadline, but this one got through. We will update the game in a postjam update to remove this spot and add a way to ungrab by pressing down.
I made it to the "Find the treasure level".
I enjoyed how athletic Remilia is, and the Shuriken is a lot of fun, but I wish there were fewer "leaps of faith" where you have to jump down without seeing the floor.
It was pretty frustrating, since dying takes you back to level 1. Since the game is fun to play, I'll probably give it another go, but I wanted to post the fix below ASAP.
Fix for running the Linux version on Ubuntu 22.04
Trying to run the Linux version, I got the following error:
I have libsdl 2.2 and 1.2 installed. To make it work on Ubuntu 22.04, I had to install the packages
libsdl2-image-dev
libsdl2-ttf-dev
libsdl2-mixer-dev
These packages install the 2.0.4 versions, which are compatible, as indicated by the error message.
The eternal frustrating problem of dependencies on Linux. Next time, I should find a way to ship a game with its libraries or using an appimage.
Love how you can glide, stick to the walls (even when landing on the ground), and make shuriken platforms; would love to see it have some way of gaining lives and even some powerups (like temporary speed boosts or shields).
Powerups were planned, but not included, and lives were also planned to be gained but now lives are reset on each level.
To be more specific, you'll also gain 1 life at the end of each stage, up to 5, if you haven't lost any (otherwise we reset them to 3). I wanted to add a continue screen that would let you keep going indefinitely, but sadly time was running out!
Amazing work, I love the flying animation and attacks.
Thank you ! Animations were done by the amazing PC_Volt