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Touhou Paper Partners's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #8 | 3.759 | 3.759 |
Concept | #8 | 4.345 | 4.345 |
Challenge | #9 | 3.690 | 3.690 |
Use of LGBT Themes | #14 | 3.724 | 3.724 |
Visuals | #16 | 3.966 | 3.966 |
Overall | #16 | 3.759 | 3.759 |
Audio | #18 | 3.448 | 3.448 |
Story / Writing | #19 | 3.138 | 3.138 |
Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
aizakkyu, cetaceanHussbuster, kiroko, LLQ, shrooby
Streaming Permission
Yes
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Comments
you already know whats goin on paper ass touhou lets hit it
although the game is only paper in battle mode! a shame. at least you get the iconic drop down status menu on space from 64. that guy was always great
the ART is nice the MUSIC works well the BATTLES are easy with all the items you get and when you get the parry timing
i do not have much to say! thank you rinnosuke for facilitating the romance and for being ""woke about capitalism""
Why does youmu has green skin? xD
Never played Paper Mario before so I got a little help from chat stream to know how to parry, I guess that's a suggestion since instructions weren't clear for people who aren't familiar with the gameplay.
Noneontheless I found it quite enjoyable and challenging, the story is cute and had no problem going tru twice as a result of my ignorance about the parry system.
The only problem I found is that the lake music is kinda lame, and annoying, trumpets are really high pitch in comparison with battle theme, wich is more nicer and merrier.
Art is perfect for the theme of the game, such cute characters to battle with and equally adorable animations, I relly loved them, so thanks for that.
SO CUTE! Its a very nice little game, it's nice to see a rpg type game where you have all your stuff from the start and its all about management. Got pretty intense towards the end for me. It definitely could have benefited from being a little more speedy during battle. Everything was intuitive and fun though from what I saw! Really enjoyed the music as well. I do wish the characters were explored a bit more, I kinda forgot what I was doing by the end lmao. Still, the ending was adorable <3
Pretty enjoyable! Sure, once you pin down the parry timing, it becomes a bit too easy - and there's not much enemy variety but the game's short enough to not become stale.
But really, the gameplay itself is very fine. Thinking about how it would feel like if the mechanics and enemy bestiary are explored deeper... Hm. Anyway, that's a good sign.
This is an enjoyable little romp! The Paper Mario look and style of gameplay is a good fit for Touhou in general, and this concept is really very neat. The resource management, with no way to buy more items, was a bit startling. Perhaps a future option to buy replenishment items at the expense of your budget and having to play more would be a nice trade-off for a future update (unless there was one and I couldn't find it.) The block and parry system is something I learned about only after playing and seeing other comments; perhaps a little tutorial would have been nice to have for those not familar with Paper Mario mechanics. But those are all relatively minor things at the end of the day (and might just come down to my needing to get good.) The game itself is cute and well-made, thank you for making it!
A lovely little RPG game! Finally the fabled Paper Touhou game exists. Very nice art style and the gameplay is fairly accurate to the Paper Mario gamefeel I think. Only grip I have about the art is that Youmu's skin color is really off. I get it's accurate to who she is but still...
I do have a few complaints about gameplay. Firstly, the battle progression was pretty slow. I don't mind the QTEs being slow since it gives the player more reaction time, but attack animations (Youmu moving to slash the enemy, Reisen shooting, etc) could have afforded to be much faster to really nail in that excitement of a RPG battle. Furthermore, there's no QTE indication for the blocking and parrying sections, which is just a little bit annoying. It's probably intentional, who knows. Finally, I didn't see much of a reason to switch character positions? It seems as if you can use it to protect whoever has low HP so they have time to heal up, but enemies attack characters no matter where they are so it seems pretty redundatnt - unless the rate of attack is decreased, but I couldn't feel that either.
The final point I have about gameplay is the resource management, which I'll classify as "frustrating but kinda makes sense". 4000 yen is a tall order considering how most battles give you only around 250-400 yen at max. Combined with a limited inventory and no way to purchase more items, this means not only do you really have to be careful with how you use resources, but you actually really have to make use of blocking and parrying as much as you can to reduce damage dealt and, thus, reduce the need to use resources. It's cool, but do take note of the difficulty if you ever make this a full-fledged game I think.
Overall one of the more solid games I've played, good job to the team!
Hearing Rinnosuke's theme was cool. From a development standpoint, I also thought framing the game finish around collecting money (or essentially exp) was a smart way of doing things.
Hearing Rinnosuke's theme was cool. From a development standpoint, I also thought framing the game finish around collecting money (or essentially exp) was a smart way of doing things.
Very fun turn-based combat system! The block and parry mechanics add a lot of dynamism. I honestly wasn't expecting the resource management (power, HP and items) but it was quite enjoyable to play with limited resources. Heartwarming ending. The art is very cute and finally I really liked the music's nostalgic vibes. Mmm that trumpet.
I like Paper Mario, and this is like Paper Mario. Plot was cute, though I do wonder why they need to steal money from fairies to buy a ring that only costs $40.
I love the art style. Not just the paper aesthetic, but the fumo-like designs of the overworld sprites, and the way the characters move in the battle art animation. Reminds me of mid-2000s flash games, in a good way. Same with the music-- ZUNpets are always welcome.
One minor nitpick is that the slimes don't seem very... Touhou-like. I think it'd work better if they were some other monster instead, probably something that shoots at you. Or heck, you could reskin the slime into a black ball and say it's Rumia.
For the gameplay, it was okay. I really like how blocking and parrying work. Also, it seems like Youmu's little attack-minigame-timing things are way easier than Reisen's, but Reisen's special move costs less and does more damage. Is that intentional? If so, that's a pretty cool way to differentiate them. Though, I wish there was a little more of that. For example, if Youmu did 2 damage from parrying instead of 1. That said, I like that they share the P meter. Makes 'em feel like a couple, ya know?
In short, 'twas nostalgic.
I was thinking about the 4,000 yen: In Curiosities of Lotus Asia, Yen doesn't have any real value, it's instead used as convenience. While not exactly that, I like to imagine that even if Gensokyo did use money, inflation would likely be way down.