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Touhou ~ Legacy of Scarlet's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Challenge | #12 | 3.355 | 3.355 |
Concept | #12 | 4.194 | 4.194 |
Gameplay | #17 | 3.484 | 3.484 |
Visuals | #19 | 3.677 | 3.677 |
Overall | #20 | 3.581 | 3.581 |
Story / Writing | #21 | 2.871 | 2.871 |
Audio | #24 | 2.742 | 2.742 |
Use of LGBT Themes | #26 | 2.452 | 2.452 |
Ranked from 31 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
noeticnightjar, Vinyis, Nitori, cookie, Gubbles, bumbleRhizal, Cinyll
Streaming Permission
Yes
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Comments
Never played Castlevania 64 myself, but aaah this still brought me right back to me childhood playing N64 games. I can imagine myself putting this cartridge into my N64 and playing this on clunky CRT. Really nailed that feeling. Maybe except for the menus (Relatable though, making menu assets isn't my cup of tea lol)
Relatedly, since I was playing with a gamepad, it felt confusing that the title screen required the mouse. Made me almost second guess myself, like "I know it says I can use gamepad but can I really?" Guessing not having the menu controllable with buttons was just a matter of time.
I love burst movement, so the kickslide/butt wallop went pretty far in making me like moving around. The jump was a little awkward though. Mostly just because the arc is so tall on top of it being static and gravity being pretty low, so jumping will always leave you in the air for a significant amount of time. I believe Castlevania 64 has variable jump height, though I could be wrong. Haven't played it myself, like I said. That said I love that the slide will interrupt your initial upward momentum from jumping, which somewhat makes up for the lack of variable jump height. That felt really good, like jumping and diving in Mario 64. I would say that the slide having as much cooldown as it does is a problem, but I understand that having the player be able to move too fast would throw the balance out of wack. It's already somewhat possible run passed everything as is.
I'm assuming this is already known, but essentially jumping has an infinite buffer. So if you are in a state where you can't jump, say in the air, and you input jump, then the game will make you jump as soon as it's able to. Like I said, though, this buffer is infinite. So, say you just press jump twice in succession. You'll jump like you wanted, then when you reach the ground again you'll immediately jump again. This buffer seems to exists for any state in which you can't jump, so it happens if you try jumping during a kickslide, for example. This didn't get in the way too much, but did lead to a few flubs.
Attacking didn't feel quite as good as moving, however. I think giving Reimu's attack some feedback with sfx when she does the attack and another sfx when it hits an enemy would go a long way. Even just like a stock whip sound would've been good enough I think. Same for Marisa, though she at least had an sfx when the bullet was fired, but having a hit sound would've been good.
On the subject of sound, I personally liked the lack of music and ambient rain, though I understand that that's not everyone's thing. But it's nonetheless hard to ignore that there's only one song that doesn't even play for very long.
I love that the level design loops back around on itself more than a few times. The convenience that it often unlocked was fun to discover. I also love the verticality of the level design towards the end. Going over the hedge maze felt really good! Nice look back at what I had just done, while making me feel like I'm on top of the world by getting to just jump over it all after spending so long in it. Very nicely done moment.
Overall great work, I loved it~
I'm a big fan of the aesthetic, and level design was quite solid. Combat felt rather awkward though, no feeling of impact to the hits and the lack of telegraphs from the enemies meant it was really easy to get hit point-blank without warning (or worse, killed from behind by an enemy that just respawned mid-fight). My ultimate strategy for beating the boss was to just stand on her head, spamming the attack button.
I know that the lack of music was intentional, but I can't help but feel like some BGM would improve things. The ambient sounds were so low that I couldn't even hear them unless I turned my sound way up, so I spent most of the game in silence.
But like, setting all of that side! This is undeniably very, very impressive for one month's work. Great job, and I'll be sure to check it out again if it gets updated some more
This looks ugly, in a good sense, if it tried to represent the beginning of the 3D on the N64 era you totally nailed it lol.
We all had a good laughs on this one, specially on the models. This was definitely more fun to play with Marisa than Reimu, even if it was intended as the oposite, I still don't get how usefun can get Reimu's bomb, specially with many enemies around, a fantasy seal would be more appropiate, even Marisa's Napalm works fine to certain extent.
I liked the twist at the end, but the dialogues from both protagonists is exactly the same, so it was a little dissapointing to play with both and get nothing new.
Even so, this was good for the lulz, it needs more epic music, any anythingvania needs epic music.
I had a lot of fun playing this!! I love the n64 aesthetic a lot. And I always love seeing bullets zipping around in 3D. Combat felt methodical and I liked the differences between Reimu and Marisa. Combing the dash and jump felt really nice to do some skips in platforming felt really fun too. I could see a whole game just based around that lol. The audio was a little sparse but that seemed intentional. A little more ambience would have helped, but the final boss music was great!
Also Wriggle made me laugh hehe, very creative puzzle.
Glad you liked it! Especially the boss theme; I put in audio kind of last-minute, and the music ended up being a backup plan for the backup plan that was done in just a couple hours, so some areas of audio are expectedly lacking. Hoping to polish it up a bit more in future builds though
I don't have much to say, this game's just nothing short of quite good for a one-month project.
It's just a cheeky and well made tribute to Castlevania 64. I enjoyed every second of it.
(Also, was the final boss chosen because her theme happened to share some notes with Divine Bloodlines?)
it was specifically the castlevania 64 main menu/violin rendition of it i was listening to at the time that gave me the idea but yup haha - spent probably a week wondering why the melody sounded so familiar and then it hit me one day, so we ran with it
Being 3D instantly makes this game stand out, and it also showcases a good grasp on controls and challenge. Good variety of enemies, and some fun little level-design puzzle bits. The Wriggle segment and entering the SDM stood out especially. I also liked the Hedge Maze area, what with its MASSIVE GATLING GUNS and MOTORBIKES. Reimu's shield ability was nice as well, though I think it'd be extra cool if the shield damaged enemies when touching them.
Fun writing, especially with that somewhat memey dialogue for the final boss. The simple visuals aren't super appealing to me personally, but I won't hold that against the game-- it works for what it tries to homage.
That said, many aesthetic parts of this game felt kinda... flat. Some parts add to an atmosphere, like the lack of music for most of it. But the attacks could've used a bit more weight, for both the player and enemies-- even just a sound effect for the gohei slap would've gone a long way. And in general, I feel some of the less eventful areas of the game could be shrunk down, so walking through them takes a bit less time.
In short, 'twas very good in most areas, but lacked a bit of punch.
it sure is touhou with castledvania (guy who has only played half of sotn)
i think i did a skip of nonzero skipping power by getting massive air from the orbs outside the sdm
the power system is probably cool but i never needed to use it since left click and eating the plentiful amount of food let me withstand any amount of damage right up until nue exploded
i like the platforming you gotta do to get into the sdm from the outside. thought i was softlocked from the skip for a second until i realized you gotta street smarts
cool reimu kills everything simulator
Hello there. I can't access the game page, wonder what's up.
heya, ran into a variety of Technical Issues that delayed building/release by a bunch, page should be public now