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A jam submission

Touhou Exhibition: Mystery Cardboard MuseumView game page

Photography Adventure!
Submitted by Joshlynn (@joshlynngames), pixitales (@TalesPixi), punishedhag (@PowerfulHag), jhzargo — 2 minutes, 29 seconds before the deadline
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Touhou Exhibition: Mystery Cardboard Museum's itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#14.7504.750
Concept#14.7504.750
Story / Writing#84.1074.107
Use of LGBT Themes#93.8933.893
Overall#114.1434.143
Challenge#143.2503.250
Gameplay#143.5713.571
Audio#163.6073.607

Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team Members
Joshlynn, Jhzargo, Hag, InSuccession, PixiTales

Streaming Permission

Yes

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Comments

Submitted(+1)

What a charming and unique game! I love the papercraft style and the gameplay is also quite smooth when you get used to the controls. I like how the gallery saves your photos too, even if it only comes into play for the Aya quest. Unlike other folks here, I was able to figure it out immediately. The quest I had a little bit of trouble with was the Byakuren quest, I thought the answer was by going through a long platforming section for the iron maiden thingy but turns out it was the hat all along... The story is simple but sweet, hehe

The photography mechanic was really well done and even though it was used for the Aya and Remi/Flan quest, I wish it could've played more of a role and/or caused some interesting reactions. Like taking a photo of the fish and showing it to Aya, or taking a photo of the Cirno prism to get special dialogue (lmao), etc. 

I really enjoyed this game overall, good work!

Submitted (1 edit) (+2)

If I could give this more than 5 stars in the visuals category, I definitely would. I just adore this papercraft aesthetic, and I've always loved the atmosphere of museums.

Gameplay-wise, I got stuck at Aya's bit. I've showed her photos of anything that might be relevant, but she's not having any of it. Well, I'll definitely return to play the full version of this if/when it gets finished

(+1)

hint: if u talk to aya again she mentions a person. that should give u the answer what picture she wants.

Submitted

I showed her several photos of that person but they didn't work, seems to have turned out to be a bug with the photo system

did u only have the person on the photo or also the thing next to her?

Submitted

One of her, one of the ghost, one of both

(+1)

if u only had youmu on the photo it might make sense that it didnt work but if u had a photo with both youmu and the ghost in it and it still didnt work then i guess it was really a bug. bugs that only happen for some people are the most annoying type of bugs.
as a dev for business software i hate it when the customer gets a bug that i cant reproduce on my system. how the heck is a dev supposed to find/fix those bugs that decide to appear randomly? xD

Jam HostSubmitted(+2)

Cool concepts in this! I was already excited to play for the camera mechanic and cardboard aesthetic, but I wasn't expecting the nice Maribel/Renko storyline as well. If I had any critique, it would be that some of the puzzle mrchanics (for example, opening the gallery at Aya) could be a bit more clear.

I give it a hidden Ena painting out of a horde of basement creatures.

Submitted (1 edit) (+1)

This was a very cute experience, and quite ambitious of a scope. This made me like Renko a lot, and hopefully that's a good way of expressing how much I enjoyed it~

I know you all don't need me to mention the bugs, so I won't lol except for one in particular. What ended up happening, I think, is that I during the Flandre game, the challenge ended on the same frame, or maybe just within a certain amount of frames, as Flandre touched me. I did briefly see the cleared message, but this caused the game to freeze on the loading screen. I thus assumed I hadn't cleared it since it hadn't felt like I did anything, it just ended suddenly and I never reloaded back into the room with Remilia.
Internally, however, the game still treated the challenge as being completed, which I didn't know due to how saving works. It just records whether the challenge has been completed without saving the state of the room when it's completed, so as far as I knew I still hadn't completed the challenge.
As it turns out, the Flandre challenge will not end if you try it again when the game thinks you have completed it. Or, at the very least, I had somehow entered a state where that was the case. You can make ever Flandre pshing into point items and it will still never end. I spent a very long time being stuck at this point, and restarting the game multiple times after beating all the Flandres and waiting while nothing happened, until I looked up a video of someone else playing it. At that point I put two and two together and realized I must've completed it at some point, and sure enough I was able to go to the last room after restarting again.

To jump off of this, what this extended play time brought to my attention was the controls. It was uncomfortable from the beginning, but, as someone who deals hand/finger pains repetitive key presses and holding keys down, playing for an extended period of time caused it to get close to pain territory. Particularly the combination of running while constantly moving, which was the whole purpose of the Flandre challenge. This would be pretty easily remedied with controller support, I feel, since this wouldn't happen if moving was mapped to a stick while, say, running was mapped to a trigger. I imagine controller support had to have been considered, but wasn't added for whatever reason. Time or maybe the lead developer doesn't have a controller themselves to test it with, stuff happens.

I'm not holding it against the game very much, though. It was a bug and partly my own fault as well that I ended up playing for so long, and the game wasn't intended to be played for that long, so no worries. I just wanted to use that anecdote to highlight the importance of controls and supporting multiple options. Sometimes it's not just a matter of convenience, but accessibility as well.

Given all of that, I want to be clear and emphasize that I still thought this was a wonderful, charming experience. The aesthetic was very cute and unique, the music was very calming and also mysterious, which fit the tone wonderfully. The writing was charming and felt very Touhou. Being the huge Sanae fan that I am, her making me laugh at the very beginning gave a very good impression, and the ending concluded it on a very heartwarming note~

In terms of the puzzles/challenges themselves, they were neat but kind of a mixed bag. Youmu's room was a straightforward platforming challenge, which in hindsight feels kind of strange given how little focus platforming has in the rest of the game. Byakuren's riddle was cute, I gave her the origami hat. I'm guessing the iron dome thing was also a solution? Though when I tried it on another run it didn't work, though maybe that was an issue with the save system somehow since I had already cleared the room. She didn't react when I brought it to her.
Aya's room was weird. I had gotten stuck here. I'm not sure if presenting a picture of the fish on the wall in any way can be a solution, but eventually I did go and take a picture of Youmu since Aya mentioned her when talking to her again. I hadn't tried this since I kind of assumed it was more of a joke than a hint. I'm not sure if there's actually a solution that involves the room Aya's in and something she says initially before talking to her again. If there isn't, then I think it's strange to basically require the player to talk to Aya again to know what the solution is.
Remilia's room, despite what I ended up doing to myself, was very funny. Suddenly being chased down by multiple Flandre's got a good laugh out of me, and I thought the puzzle was good as well! Though, I'm not sure what the actual clear requirements are. It doesn't seem like you need to actually make Flandre clone disappear? I think that might've made for a more obvious goal once you realize what happens when you take pictures of them, rather than the challenge seemingly just ending suddenly.

All in all, despite my criticisms, I think this was very good and had a very unique, charming atmosphere. Great job to all of you!

Developer

Hey shrooby! It really isn't your fault as it is with the game not having functional controller support for the jam build, my apologies about that. I'm glad you were still able to get some enjoyment out of the game. 

(1 edit) (+3)

I got stuck with Aya because nobody said I had to speak with her so I ran around the museum trying to find the lonch ness monster, guess that's on me, huh.

I really had so much fun with this one, taking pictures is like activating fps mode, the characters have funny faces, and is adorable to run away from the flan horde on first person, is just so dawwwwww.

This felt like Ib museum, but with less things trying to kill you and with more paper craft, is a very nice story with a satisfying ending, thanks a lot for creating this.

(+3)

That's quite the unique article. A game with very lovely papercraft aesthetics!

There's one point where I got stuck for half an hour: Aya's puzzle. Not that I couldn't bring a good photo, just I somehow didn't take the hint and went all over the place thrice, hunting for something abnormal like Aya initially wanted - even though she clearly told me something about Youmu or Byakuren. Oopsies, that's most likely an only me issue lol.

But really, it's so fascinating being free-roaming in this museum, able to take photos! (if only I had a VR set and this game had VR, imagine!)

The challenges were all interesting, the plot even more (especially the ending). So that's a big yes from me.

Developer(+2)

Thanks for playing! I was actually considering a VR version, you never know lol

Submitted(+3)

Cardboard aesthetic + 3D + museum + photography puzzles + that Dark Souls-ish theme with the harp and flute all combine to create a very unique and engaging atmosphere. Great job!

I also had some issues with Aya and had to go back and take several pictures two or three times before getting one that matched. Also, the sensivity was very high by default. Actually, this was like the third time I tried playing, heh. I know you've been working on an update but I wanted to try one last time tonight and fortunately I was able to beat the game.

As an aside, I like how some of the photos that you take show up in the frames around the museum.

Developer(+2)

Yeah apologies for the photo issue. The camera targeting system issues have been patched in a new update that'll be coming post-jam. I appreciate you taking your time to play through the game that much! lol

(+1)

nice game. the few 2D images are very cute.

it's a bit on the buggy side though. the stamp rally menu bugs out completely showing no more text on the "quests"/"sections". also in the gallery deleting photos didnt really work and caused empty white photos to appear.

also the last line of maribel about the real renko living up to the expectations is said by renko... in the name part of the dialogue box it says "Renko" while the text starts with "Maribel: " i suppose it was meant to actually be said by maribel? doesnt make sense otherwise since renko reacts to that.

Developer

Thank you for the feedback. The concerns you've raised have been addressed in a patch that'll be released post jam, thank you for playing!

(+1)

Absolutely Awesome, art style is great and the game really shows a ton of promise!

Submitted(+2)

Wow... I think this is my personally top 3 contender for Visual category. I love the simple cardboard looks and how the characters in this cardboard style (Please release the DIY sheets to create these characters! Furthermore, I would love to do one).  

Everything is in the shape of paper or paper art forms: either cardboard cut-outs, papercraft, origami  or even Papier-mâché? At least the giant fish next to Aya looks like one. 

During Flan section, is it intentional that she has to be in your camera circle to be defeated? Cuz I was taking pics of her, but she didn't pichun while some does.

The story is nice and simple, but that ending hits me too hard ;v; (<- these are happy tears). Maybe because it reminds me of one of my favorite game' ending xD

Overall, I love this! Hoping you guys will be on the top spot because you really deserves it!

Developer (1 edit) (+1)

Thank you so much! Yeah, we'll be releasing a patch very soon that fixes the photo issues you've been having. Thank you for playing!

Submitted(+1)

This is a very cute idea for a game, I love it so much. The aesthetic is wonderful, and there's a lot of different gameplay things happening which blend together very well. I find myself very curious as to how it ends. It's a shame this isn't controller-supported, though, because the keyboard set-up is a handful to deal with, and it feels like it would flow a lot better on a pad. If there's a future patch with that, I will definitely return to finish this. Overall, it's a game with wonderful potential and a beautiful visuals, great job!

Submitted(+2)

hello its me again you know

this is probably my favorite entry so far even though i do not know how to beat it

they are all very funny and tiny and i wish my local museum had platforming and youmu in it

i am stuck at aya and have tried many things such as incriminating youmu by taking a picture of her with cirnoium but nothing seems to work

still awesome

pictured: crimes


Developer (1 edit)

Thanks! Did you try switching interactions with Aya to open the gallery?

Submitted(+1)

i did open the gallery i showed her many photos she hated all of them BUT that was then and this is now and i played it all again since i couldn't have loose ends right as the jam ends. got a pic aya liked

flandre is super finicky since you have to face not just yourself but renko towards them but other than that its awesome

Submitted(+1)

homie this thing has a password on it! can't play!

Developer

Build will be uploaded later today.

Submitted

banger

Developer

it up now