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Dream of Outlasting Maroon's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #2 | 4.240 | 4.240 |
Concept | #4 | 4.400 | 4.400 |
Overall | #7 | 3.680 | 3.680 |
Narrative / Writing | #10 | 3.560 | 3.560 |
Visuals | #13 | 3.560 | 3.560 |
Audio | #14 | 3.080 | 3.080 |
Use of LGBT Themes | #18 | 3.240 | 3.240 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
Rakaasac
Streaming Permission
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Comments
"Hello it's Medal, today we're trying out Touhou DoOM"
... *chuckle*
I had a good time on this game. I've never played Doom 2016/Eternal but I caught on quick. The action in there is simply satisfying. Good sequel I say.
I'll let my video do the talking. Here's the showcase:
https://youtu.be/DgMV-QbPx7g?t=6923
Yuuka Souls II... featuring gun (now with ragdolls). For real though, this is my favorite gameplay of the jam, so I'd totally play more of this. Especially with the rad character designs and cliffhanger
The gameplay loop can be overwhelming at first, but once you get into the flow of it, it is really fun. I like that it encourages chaining kills from staggering to shotgun to sword and back to staggering. I does provide the same vibe of the glory kill system in doom 2016. I can tell this game is imperfect and there are a fair share of bugs and glitches, but the gameplay loop is solid and I am looking forward to see this game expanded.
One gripe of mine though is that I think area 2 may be a bit of a difficulty spike, you are first introduced to 3 enemies at a time, and the suddenly you are dealing with 20 in the same room, which might contribute to the overwhelming-ness especially for those who have not have a solid grasp of the game mechanics yet, myself included. Maybe reduce the difficulty of that part? Either way, great game.
At first I didn't realize, why it's called Doom, since it played more like N64 shooters, but with the sword mechanic it downed on me. This is actually quite an ambitious idea, can't deny that.
My poor little holiday laptop gets so warm playing this even on low settings, but it seems like it'll be fantastic to play on my big beefy computer when I come home from holiday
I look forward to giving this to Asprey
It took me a while to get used to it, but it's a lot of fun to just mess around in the game and kill enemies. Since there was a bit of a learning curve for me, the game ended up feeling a bit short, as it was over by the time I felt like I had mastered the basics. I guess the length can't be helped, since it still strikes me as one of the more ambitious games this jam.
One thing that I think could be improved is the mandatory parries to get ammo: I do appreciate that the game forces me to use my entire toolkit, but in practice, it was easier for me to just let an enemy live so I could parry it to build meter, and I think this breaks the hi-speed pace of the game. Maybe the incentives for parrying could be different?
All in all, one of my favorite games this jam. Great work!
goodbye yuuka...
see you dream gardener,,,
Show post...
GOOD JOB
Some hiccups during playthrough but I can get the overall gist. Strong git-gud energy coming from this one, especially with parry timing. I'm usually not one to go all wild with a first-person camera which might've been my downfall. The concept do be nice though.
Well, you've managed to do it, this game chugs even on my new computer. still playable at least, though the low framerate, sensitive camera, and slippery controls kinda made it hard to tell what was happening.
very ambitious but yet again I'm a big fan of the concept and its an interesting game. I think my parry hitbox was bugged though, I kept on getting free parries without pressing the button and got enough meter to just sword-mode button-mash the heck out of everything within seconds
The sword meter can also be charged gradually by grazing bullets (graze radius is about 3 meters), maybe that's where the free meter was coming from?
and heck performance issues again,think i mentioned it on discord already but i'll def be addressing those postjam; some of the performance-minded infrastructure that was put in place for yuuka souls 1 postjam didn't make it into this one because of how many systems got rewritten from scratch, plus those 34 soldiers sitting in the basement having their AI active at all times probably aren't helping muchNah it was full-on, clank sound, bullet disappears, I take no damage, and the bar fills way up parries.
No worries though, I totally know how it is when crunchtime is involved
It was so good I stuck around just messing around with the enemies and combat system
feels like a mix of doom 2016 and zone of enders. engaging and brutal with big old-school level design
Hey your submission to Touhou pride jam 2 is what got me interested enough to join this jam! great work again!
oh no i'm officially a bad influenceglad to hear it though, and thanks for playing again!
Why worry about whether shotgun beats sword? You can have both! Nice job! I love the souls games and this was fun.