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A jam submission

Touhou - UFO Romance Under the Night SkyView game page

Touhou Fan game for the 5th Touhou Pride Jam
Submitted by Rioku (@_Rioku) — 7 minutes, 43 seconds before the deadline
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Touhou - UFO Romance Under the Night Sky's itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#24.8464.846
Audio#34.3334.333
Overall#93.9743.974
Gameplay#93.7443.744
Challenge#103.4623.462
Concept#153.8213.821
Story / Writing#192.9742.974
Use of LGBT Themes#222.6672.667

Ranked from 39 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team Members
Rioku, Krankees, JustJerome, AngryMonsterHam, CYCzen, Eulogous, DinoBros, BernardO, Aqwa

Streaming Permission

Yes

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Comments

Jam Host

Got damn! Those sprites!!

Awesome visuals and platforming gameplay, pretty quickly felt fun to just hop around. I do wish Nue was useful for more than button pushing, because she's an interesting partner mechanic. Pretty impressive to pull off a metroidvania-ish map like that too. Also the exploding enemies lol, great choice.

Submitted

Good, the art and movements feels nice, battling at the moment feels simple and needs more content. And level design, there are paths branching and arrows pointing everywhere, need more clarity.
Add some screenshots.

Wonderful movement. Main thing is I just wish I could immediately run out of landing, or maintain a run if I left the ground while running. Some kind of sound effect for the midair dash/dodge would've also felt good I think.

On the topic of the midair dash, given that it works like a Rivals of Aether airdodge, it allows you to wavedash. To which I thought "of course" and laughed lol. I do love me some movement tech. I loved that you could wavedash off a ledge, immediately go into a hover and maintain the momentum from the dash during the hover. So satisfying, regardless of if it was intentional or not.
On the subject of the wavedash, since doing the dodge on the ground does not actually do anything like a dodge roll, I would've liked to see this be a macro for the wavedash. IE trying to dodge while grounded will automatically input a wavedash.

I think utilizing the theme to make a platformer where two characters work together is a great idea. I can imagine more mechanics where they actively do things in tandem to really drive it home. It's a shame there was only one mechanic where Nue is used/required. (But at least she joined in on the boss fight~) I did love the little blurbs during gameplay, though. Very cute addition. (Though for me sometimes a bit hard to read while moving.)

I adore the visuals. The music was great as well. What was there, in general, was very well executed. Granted, it was pretty clear to me the stuff that got the short end of the limited time. (Nue ;_;)

Overall, Kogasa wavedash/10, she is a menace to society.

Submitted

I want a full version of this game pretty please! 

The only gameplay bit I would improve on is if you can make Kogasa maintain her momentum after jumping or running off a platform, that is the only thing that tripped me up (the in-game map was enough to prevent me from getting lost).

besides the obvious  "running short on time so no more dialogue ooops" the dialogue that was there was charming. Kogasa is a menace to society!

solid jam game plz make more.

Submitted

Incredible pixel art, fun and bouncy chiptune music. The music and the saturated palette remind me of the better GBA games, in the best way possible. This feels like it could have been an unreleased KogaNue platformer for that handheld. Nice work with the tree animations (I guess that was a shader?).

Moving and attacking feels pretty good. I have tried to make platformers before, but I always struggle with making the movement feel good; you must have put a lot of work into it. Only after beating the game and reading the comments did I realize that I could air dash, but things went fine without it. Lack of checkpoints and healing items hurt a bit, but it was manageable. I too was surprised that the fans hurt Kogasa. I think you were only missing a sound effect for when Kogasa was hit, but other than that the sound effects were all good. Reactive dialogue was a nice touch.

I would love to see this explored further with tighter level design and more enemy variety, but as it is right now, great job.

Visuals are amazing. The sprite work and animations are all really well done. The effects and sounds used when hitting an enemy were very satisfying.

I found the layout of the world to be quite confusing though. The arrows at times seemed to just lead me in circles. The screen size also felt a little too small, being able to see more on screen probably would've made navigation a bit easier.

Kogasa and Nue's abilities were implemented fairly well, though I can imagine more would've been done with them if there was more time, what's there still works.

Overall, very good game with excellent visuals.

Deleted post

It's pretty amazing. I can't believe the superb quality of the spritework. The tilesets are neat-looking too.

Kogasa feels pretty good to play as! Though you really should have mentioned somewhere about her ground dash and air dodge. Speaking of the air dodge, it's not really practical as an evasion tool since it's so short and doesn't work on the ground. Also wish Nue had actual uses, I guess time ran out?

The map feels a little off both in design and challenge but it's a good enough playground to demonstrate Kogasa's moveset.
I said it already but it's so damn fun to play. The movement is really dynamic and the animations really nice to look at. Kinda makes me want to see an extended, fully polished version of the game.

Submitted(+1)

The art and the movement mechanics are the best part of this game and I loved them, however I did take issue with a few small things that I imagine came down to time constraints. I didnt think kogasa's primary attack had much of a chain to it, only having one attack and would have liked a combo of a one-two-three or something. I think if it wasnt for the stellar presentation everywhere else I wouldnt have even thought about that, so thumbsup for that. Also, I think that the fans that you use to rise hurting you feels kind of... not great when you pass through them constantly in fan elevators and they dont hurt you there. Legit was half of my damage my first run. on a related topic, I feel like there isnt enough tell of whether or not a pit is a secret pit or a spike pit and I cant move the camera down to check, relying on blind faith jumps to determine which it is. Lastly, I dont feel like nue did much out of pressing switches, was hoping she had more like perhaps being able to be used as a ranged attack. Anyway, I enjoyed my time and it looks great and the movement feels great :thumbsup:

Submitted

The spritework is undeniably gorgeous, some genuine top-notch pixel art especially for a jam game, and the chiptunes were very nice. A very ambitious entry with lots of skill on display, even if it didn't get finished.

I gotta dock a few points for gameplay though; it's generally solid, but I had to restart multiple times after dying due to being unable to move backwards or turn around in the air, bumping into enemies as I was trying to attack them (especially the aerial ones), or getting leap-of-faith'd by the camera. Nue is also hard to aim and kinda useless :(

Developer (1 edit) (+1)

I need to add a document somewhere explaining the controls, ran out of time to get that in the game but, you have access to an air dodge. It's V or LShift on keyboard, or triggers on controller. It's omnidirectional and you can use it to snap to platforms, and is invincible. Nue wasn't finished tho ;~;


Should also mention here that the control scheme on keyboard was wasd + mouse/space lshift, with arrow keys and zxcv as an alternate.

Submitted

I knew about the airdodge, but couldn't make much use of it beyond occasionally adding a bit of correction to missed jumps

Submitted (2 edits)

Amazing pixel art, epic music, awesome movement. I really liked being called a menace to society. Everything feels great to do, and every minute of playing I forget this is even a jam game.

Level design feels nonlinear, but I'm not sure if it actually is? It seems like there's multiple paths, but there might only be one path you're "supposed" to go on. On my first attempt I died in some kinda castle area, and had to go all the way back. On my 2nd attempt I went a different route and found a door that was clipping into the floor, and it took me straight to the boss. Did I enter a dev shortcut?

The camera seems... not exactly zoomed in, but like it moves in a way that makes it feel really zoomed-in, and it results in a lot of somewhat blind jumps. I wish there were checkpoints and Nue did damage when you sent her foreward.

Really cool game though. The art really carries it, and the gameplay is super smooth.

(+1)

KOGA×NUE LET'S GOOOOOOOOOOO!!!!!!!!!!!!!

its pretty nice

Nice game, I really liked the visuals and animations!