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Marisa's Love Letters's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #18 | 3.595 | 4.000 |
Gameplay | #19 | 2.825 | 3.143 |
Concept | #20 | 3.252 | 3.619 |
Music | #23 | 2.397 | 2.667 |
Overall | #23 | 2.803 | 3.119 |
Use of LGBT Themes | #25 | 2.825 | 3.143 |
Narrative / Writing | #26 | 1.926 | 2.143 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
https://terrorbuns.itch.io/, https://twitter.com/mintdeagon
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Comments
Oh hey, another Harem mode Marisa! heheheh.
And this time she does it Megaman style heh? Right up my alley. So about the gameplay...
There's this thing where if you hold jump but bump against a ceiling Marisa'll stick onto it until the time she'd fall if there was no ceiling, which makes it quite wierd but nothing too bad. I think without this "feature" Patchouli's stage's ladder jumps portions would have been way harsher.
Most of the level designs are actually Megaman-like so good job there. There are however a couple of broken things regarding screen borders. Like, in Nitori's stage in water sections you can jump back up to an upper screen (but you fall to the screen below again), then in Reimu's stage at the platform wheels part if you jump above the screen border you straight up die, and when you run through the boss doors Marisa'll be clipped up and run through air (but nothing nasty happens from this).
And then there's shooting. I see Marisa can shoot 4 sets of shots at a time, but if mashing the shoot key, she can't shoot consistently afterward, as if the bullets don't properly despawn offscreen... That's a minor inconvenience, but if it got adjusted/fixed it'd be so great.
But despite all of this, the game isn't bad at all! The bosses in particular are really a blast to fight! If this game gets refined it'd score a 5 out of 5 in my book.
(And to those wondering, Marisa gets piercing shots upgrade fromPatchouli)
beatingcharmingI am so so bad at this game, I can't clear any of the stages. However, from what I did see, it's quite a charming little game, and I love the graphics style
I can respect any type of Megaman remake. That being said, the stage hazards are tough to master. I would love to see a speedrun of this from someone who can properly clear everything.
Its short and enjoyable
I like the concept and I think that it need be hard.
Only in some situations i think that it is unfair, for example, in the Reimu Stage, if I touch the ceiling I die. Also in the Nitori Stage I still did not dominate the jump much and I died many times. At least I had infinite continues :_
solid concept but a bit flawed in its execution. the level design didn't irk me that much but things like enemies soaking up damage and flying in too fast to kill bring it down a bit.
While I didn't really like parts of the level design, I have to say: the idea of upgrading your main weapon through powerups in a Mega Man game is really cool and executed well.
cute and simple fun and I really like the concept, but it felt to me like all the things that were borrowed from the original megaman games just happened to all be things I didn't like. yoku block platforming over instant death hazards and limited lives is a very specific kind of nostalgic experience that I'm fine with never reliving, but all that said I enjoyed the bosses and the various other original additions