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A jam submission

Elemental WorldsView game page

Touhou Precision Platformer
Submitted by Panobato — 1 hour, 32 minutes before the deadline
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Elemental Worlds's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#252.6842.840
Challenge#252.6082.760
Concept#253.1373.320
Gameplay#252.5702.720
Story / Writing#272.1922.320
Visuals#272.1542.280
Audio#282.2682.400
Use of LGBT Themes#291.8902.000

Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team Members
Panobato

Streaming Permission

Yes

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Comments

Submitted(+1)

it's nice. rough around the edges in almost every way, but it's got that flash game charm. the mini-hakkero being mouse based reminds me a bit of the platforming in No Time to Explain, with the player controlling closer to Celeste. a nice foundation.

dunno if i'd go so far as to call it a rage game but, as others have said, that last room's demandingness chafes hard against the game's flaws. 

Submitted(+1)

Honestly, this comes heavily down to intent and I apologize how harsh this may seem if I am reading this wrongly, however:
If this game is attempting to be a rage game. It overall succeeded in that goal. If it isn't, I have some points of criticism. The main thing that changes this game's quality is whether these issues I have are intentional and I cant tell which, but am leaning on the side of this not being intending to be a rage game.

-First, the way of handling hakkeru movement with the mouse is really janky. You can put your mouse over the whole screen and the mouse does not move with your character nor screen transition. It feels like the game expects me to pull quick trick shot maneuvers with it while in reality it is a really imprecise feeling control scheme because of how long it takes to actually maneuvar, both in general and to keep up with the players current position. It, in its current form, is unfit to be used in a reactionary environment. If the intent wasnt making a game that felt as I walked away feeling, it may be best to either ditch the mouse aiming entirely in favor of using the arrow keys to shoot your shot, or limiting the mouse's position in game to a circle around the player that moves the mouse alongside the players movement, allowing both persistance of aiming angle in relation to the player while they are moving as well as allowing quick snappy mouse input without the jank that can occur when you have to move the mouse full screen to even start adjusting it in relation to your constantly moving player.
-Second, the hitbox on the player before they get hit/forced to reset is rather strict, there are times where it feels like the sprite on the player isnt even touching a boundary before it is marked as a death and it can be difficult to gauge where is safe to move and where isnt. I'd suggest making the hitbox for the player smaller than the sprite. There were also a few rather demanding spikes of difficulty throughout the game because of the above two mentioned issues.

-Last, screen transitions. You can still move during screen transitions and this has led to multiple deaths where I can not see my character until they have already walked off and died, during lucky times Id just be placed at the start of the new screen, at worst Id have to redo the existing screen. This by itself wouldnt suck so much if it wasnt possible to walk backwards into the previous screen (or instead of walking, being hakkeru blast from a mouse click I did a split second before my death into that previous screen) and then subsequently die, respawning on that previous screen, losing all progress for a whole screen. experienced this at least once on the last screen of the game where I had to redo the one before it. You can cut this issue by making the aiming changes I mentioned above as well as pausing game logic while a screen transition is occuring.

If you were making a rage game, thumbs up, goals met and the above issues are likely intended. If you werent, please take mind to the above. I am sorry for the sour response, hopefully I was able to be more constructive than not.

Kinda dissapointing, as a I wanna be the guy kind of games enjoyer, I must say it need to be polished a bit more, the hitboxes on the red obstacles are kinda misplaced on some levels, specially in level 2-5, here, you normally could stick to the front wall so you can slide and have big space to maneuver, but instead you get killed instantly, my recomendation is to move the obstacle a little to the right so Marisa doesn't die here that easily.

That said there's another thing that could make this game less frustrating, that instead of a shot, she could get proppelled and hover on the opposite direction of the mouse, if the impulse is very short you could still keep the difficulty, but the shot gets a lot of misdirection on air, depends strictly on the mouse speed and that is very hard to control if you need a click on the specific right direction, that could ease things a little bit for the player.

And another thing, it could be nice that you couldn't backtrack on the rooms, since a couple of times I unporpusedly clicked and got reeeeally back a couple of rooms by accident. 

But hey, don't feel bad about it, this really took me back to the time where flash games really started to take off and people were just discovering how things worked, those kind of people worked very hard and made awesome games eventually, so don't lose hope, you got the spirit, and the world is always in need of games that break the spirit and challenge the mind : 9

The core mechanic is pretty rad. The levels are perfectly tailored too so that was a good challenge.

Would be gameplay perfection if only you couldn't just accidentality propel yourself in the previous room and having to redo it.

Submitted (1 edit) (+1)

The movement options here have a lot of potential, but I wish they were a bit more precise. The other comments have said enough on that though.

Anyway, one more thing: you should respawn at your latest checkpoint rather than the start of the room you died in, 'cus I had to old redo rooms multiple times after accidentally rocketing myself backwards into them

Submitted

Cool ideas, but I think issues with the controls make it way harder than it should be. The way the walljump works makes it really hard to jump away from walls without accidentally double-jumping, and the spark is cool, but really hard to use well-- it feels like the slightest change in angle can send you flying into a red wall. The shot that grabs items made for a couple cool designs though.

The stuff Aeon said holds true for me too-- particularly the big hitboxes for the red floors/walls. There were many times where I clearly didn't touch the red part, yet still died. And I also couldn't get past the final room of the Metal Element room, as it required far too many precise mouse movements far too quickly for me to handle. Apologies if I missed something really cool by not finishing it.

In short, 'twas neat but far too unwieldy.

Submitted

i like some platforming

the spark ability is fairly meaty and pretty neat, and being able to shoot orbs to recover it is pretty cool and makes it more unique and less celeste (celeste is pretty good too)

one thing that would be great is keeping the mouse relative to marisa so you change what angle youre shooting from when you move the mouse instead of what point you are going away from ya know

makes it a lot easier to use in succession

ill be honest i stopped at the final metal element stage though the massive hitboxes were getting to me. same deal in the room before

a bit floaty and hard to be precise with but its platforming