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A jam submission

Desolate ThreadsView game page

A MOBA style game were you gotta save Alice.
Submitted by kontsu — 11 minutes, 31 seconds before the deadline
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Play bad game :)

Desolate Threads's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#143.0643.611
Concept#213.3003.889
Balance (Challenge and Fairness)#212.5463.000
Overall#232.8763.389
Audio / Music#242.4512.889
Visuals#253.0643.611
Use of LGBTQ+ Themes#262.3572.778
Story / Writing#272.4982.944

Ranked from 18 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

(+1)

Pretty fun game. I never got very good at controlling the multiple characters at once, especially since switching control to one of the dolls to use their spells felt pretty unreliable, but I can see it being really cool if you're used to controls like this. It's impressive that you got a decent-looking 3d game with 3 simultaneous playables at all.

The patterns were pretty interesting, with each boss having one pretty cool standout pattern. I loved Reimu's bouncyball spell, for how it takes advantage of the 3dness, but also gosh it did a lot of damage. In general, it's super easy to get hit by like 10 things in a row and lose half your health over the course of less than 2 seconds. I guess that's not objectively bad, just a little frustrating. The same can be said about how much of a challenge it can be to actually hit the boss-- sometimes it's fun to be forced to take risks, and sometimes a pattern takes way longer than it feels like it's supposed to.

Also, thanks for being mean to me for playing easymode. Got me to toughen up and finally learn how to actually use the controls enough to beat Normal.

In short, it's like a MOBA, but without the things I dislike about MOBAs-- cool birds-eye-view 3d look, nice n unique patterns, and a pretty interesting control scheme that forces you to use it to the fullest.

(+1)

i likey how it looks and the funkie boullets

Submitted(+1)

This game is quite the undertaking. A 3D game world with multiple units to control in pseudo RTS/Moba fashion each with their own abilities is hard to keep track of. Most of the common control options have been implemented, such as control groups, box selection, and tab focus switching. However even with all these options it is still missing some things, like the ability to click an ability card to activate or clicking a single unit to select it. Small differences like these can add up with how frantic the gameplay is. Also, control groups 4 and 5 don't seem to function.

However, once you get a handle on the controls, the gameplay is a lot of fun. The game asks you to keep track of a lot but if you can manage to juggle cooldowns across the three characters you can  really wallop the bosses. A chance to practice the abilities before the bosses would be great here, like against smaller enemies, as trying to understand them while a boss pumps out massive attacks is hard. The bosses themselves are varied in their demands of the player. Reimu is the hardest despite being second. Her attacks are fast, while either homing to you or flinging about randomly. I couldn't do much more than just dodge to keep Patchouli alive while whittling down with her Q attack.

The game looks great with 3D clean environments, big splashy spell effects, and nice pixel sprites for the cast. Some of those spell effects block vision of the screen though, especially Reimu's yin yang orbs. This makes seeing Reimu or even your own units impossible and does not feel fair.  Sound effects are missed and the music unfortunately seemed to cut out.

If there had been time to smooth out the edges, this might have been the best game in the jam. I would love to see this framework expanded on in the future. In its current state, it is a fun, hectic experience that is worth overcoming the sore spots.

(+1)

Love the concept of MOBA styled touhou a ton! Love the mix of 3d environments with the 2d sprited characters. The attacks are clearly marked with the hitbox of the selected move, and the explanation of mechanics are explained well enough. I think the tabbing between the controllable characters gets a little messy for me personally, and I found I think I broke the game switching between units too fast. When I switched between Patche to Hourai, I did it too fast and Patche started floating off screen, and the characters were no longer selectable. Only happened during the Kogasa fight, but I can recognized it probably wasn't intended for frantic tabbing between characters as I adjust myself so I can take down Kogasa. It gets a little difficult to manage everything at once when you have to dodge AOE's with three different characters in rapid succession so their health isn't too destroyed, but movement itself is still good!

Love this idea, and would love to see it adapted to other characters if ever expanded on.  Great work!