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A jam submission

Daydream of Stalled EmotionsView game page

2D action platformer shooter bullet hell where you fight your emotions or something.
Submitted by kontsu — 13 minutes, 47 seconds before the deadline

Play 💀

Daydream of Stalled Emotions's itch.io page

Results

CriteriaRankScore*Raw Score
Concept#103.9354.000
Challenge#123.3783.433
Gameplay#173.0823.133
Audio#213.0503.100
Use of LGBT Themes#242.3942.433
Story / Writing#242.4592.500
Visuals#242.9182.967
Overall#272.9182.967

Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team Members
Kontsu

Streaming Permission

Yes

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Comments

Jam Host

Very cool mechanics! Took me awhile to get the hang of actually using the discarded guns, but once I did, it was pretty satisfying to line up certain shots and maneuvers. My only complaint is that some of the movement (especially dashing) felt a bit inconsistent and rigid at times, but there was a surprising amount of depth to this overall. Boss fight was awesome

Submitted

idk why but I had such a hard time running the game for some reason. Clicking play sometimes crashes the game after choosing a different screen resolution. I only made it at the first arena btw but somehow I got softlocked since there's a barrier between me and the enemy outside. Tutorials telling me the key to teleport "Q" but I spammed it and nothing happens. I want to play this so bad but sadly I just eventually gave up. Idk how can I rate this but I expect a pretty nice gameplay heavy game. Not really a fan of the movement controls, it's a bit of a jank, there's a bit of collision issues, the wall jumping, but the gunplay and combat is definitely fun...

Submitted

I liked the game up until Peerless Wind God. Why the unkillable fairy spam? It's a cool game up until that point, and I really enjoyed the gun juggling.

If Doremy was supposed to give me a hint, I wasn't prepared for it and I didn't manage to read it. In the end, I teleported to a fair under the arena and fell into an endless void. Since there is no save system and I don't feel like replaying the entire stage just to grind Aya again, this is far as I go.

Submitted

Thought this was a grappling hook game💀, movement does not feel too good, quite awkward at times, the map feels huge for how slow you are moving and climbing, getting lost and having no idea where to go feels terrible💀.
Felt the pathing was a bit hidden, gotta make it more intuitive.
However the boss fights was really fun, it was very difficult at first and thought the leaf part was impossible but aye, it was great, and the Marisa fight was pretty but also very short.
Would like to see more stuff focused on shooting and bullet dodging rather than moving around fighting basic enemies, unless you make it more fun and challenging.

(2 edits)

This is the most unique game I've played in this game jam! It looks rather superficial at first, but it's actually got very deep mechanics underneath: juggling your rounds for lots of explosive damage, teleporting to an enemy to evade an attack, bullet jumping and dashing to reach all kinds of spots... The game really gives you freedom to do many interesting things! And it's quite hard, too! You really need to use these mechanics to the fullest to beat the game. I especially enjoyed the bosses' bullet patterns, they were challenging but didn't overstay their welcome. The map was somewhat confusing at first, but I figured out where I needed to go thanks to the blue beams of the crystals. A minimap could have been handy to understand where I needed to go.

The visuals are ok, it would have been nice to have some sort of animation for Reimu since she just looks like she's sliding whenever she's moving forward, but I can see how that would have been cumbersome to implement in such a short amount of time. The pixel art for Reimu, Aya, and Marisa was cute, I recognised them instantly!

I liked the music. I didn't expect drum 'n' bass and it felt strange at first, but it's actually kind of refreshing! It could have used a bit more variety, but again, I'm sure you had to focus on more important elements.

The story is pretty good! It's such a shame that you didn't have time to finish it all! I would have liked to see those missing scenes.

Overall, I enjoyed your game! It was challenging, not too short, and very interesting. Considering it was made by only one person in two weeks, I'd say it's impressive!

Yeah, this is a good concept with broken mechanics.

Starting with the use of the gun, why?, second, the reloading time just takes too long, parry mechanic are somewhat useful with aya, but I still don't understand why youhad to add immortal faeries, I almost thought it was the final fight just for that.

And never really used teleport because it hardly explains when can it be used, sometimes works, sometimes don't. I might suggest an infinite double jump, because it is just not enogh in some places, believe me, it doesn't make it any easier, but reaching enemies and keys is just a pain when you don't have an idea that you had to touch them, I thought I had to shoot them (?

Music was a curious choice, I like it, but it doesn't seem to fit, but I like it (?

Submitted(+2)

Even if the controls are difficult and there's a bit lacking in the visual clarity and audio design departments, once I got the hang of the mechanics I was grooving.

I think the one move I didn't really make much use of was the teleport, because the button was awkward to press and it felt very risky to use. But, I loved the gun-kicking and gun-exploding and it felt great to rack up big damage on an enemy with repeated shots, kicks, and gunsplosions to the face, or handling big groups of enemies by kicking their bullets all over the place.

I actually expected the bosses to be a bit harder, but I'm not complaining. Enjoyed the couple good cinematic bits with them and the last boss's big final patterns, even if the dialog that probably would've really tied it all together was missing.

Deleted post
(2 edits)

Great concept but the execution is rather poor. At least for the Jam version, I haven't touched the post-jam version yet.

The controls are super fun, Really the adrenaline-pumping kind of stuff.

But the level is a gigantic confusing maze that doesn't help the player go the right way. All the places kind of look too alike so it can be hard to tell where I've been. An auto-map would have been great.
Maybe other thing but it's not as major: maybe you'd want to communicate to the player about the "blue gates" at the start of the game, to give them an objective. Like, for example, making them visible from the first screens. I feel like I've been aimlessly wandering for a bit too long.

And the bosses are possibly not balanced enough (again, in the Jam version). Most particularly, there's Aya's last attack pattern (Illusionary Dominance). It was a huge pain to clear. I spent nearly 40 minutes on that one phase alone. I think it's just too overwhelming what with the unkillable, rapidly summoned minions. Thank goodness that progress isn't set back far at all when I miss.

I published a full playthrough of the game's Jam version. This is primarily for players who can't quite reach the ending.

Submitted

The combat in this was really engaging. I was continually impressed by how each combat zone was able to continually offer new challenges. I felt awesome while going through all of the enemies, which was cool. I did end up getting lost unfortunately towards the end, but the time I did have was great.

Submitted

The controls take a lot of getting used to and I liked the boss fights a lot even if I never beat marisa. Any curved surface of terrain or jutting piece of geometry can be jank and get you stuck though which makes marisa rotating lasers paaaaain, especially for someone who has not mastered the control scheme of the game. Plllllleeeeeease, if you have a game where mouse is important for lots of fast clicking and moving either force fullscreen by default or lock the cursor to the window, I accidentally closed the game in the marisa fight and had to watch my friend go through the rest. Fun game, fun concept, I would not want to collect all three keys again but would of liked to go through the bosses again since I closed my game accidentally :(  . Once you realize that you can parry bullets, the game gets *so* much more manageable. Thumbs up

Submitted

Super cool concept, but really difficult to play just from a controls perspective.

Cool concept but the map design is really jank and there's no indication of where you should be going, I had to give up due to not knowing where to go

I really wanna like this game because it's concept is super cool. But not only is it impossible to tell where you're supposed to go, the controls are really bad. Trying to move quickly gives me hand pains. It's such a shame because the gameplay itself is really fun.

Review the level designs and please let people map controls. I'd prefer using space to jump and mouse3 to dash. 

Submitted

Cool graphics. Really gives a dreamy sensation despite also being very detailed. Control-wise, with some fine-tuning, I think it would make the stages pretty fun to move around in. (I never did finish it due to not knowing where to go at one point.)