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(2 edits)

Dang, and this is in the latest version (2.0b)? I've been trying to squash that crash bug for quite some time now. I have no clue why it also only happens with Style 3: every other style seems just fine compared to it.

I've been suspecting it's because players change style right as the bullets try to delete themselves: I changed it so that they try to despawn instead, but it seems it doesn't matter what the order is: if it's sent as they're already being deleted through the other method, the game thinks something's wrong and just goes kaput. And my theory should technically also apply to other Styles, but the game insists on it only happening with Style 3...

I guess I'll have to change the way the bullet delete themselves entirely: separately from RPGM's movement route system.

Thanks for playing by the way!

(1 edit) (+1)

had that too. twice. also browser version. played yesterday. so current version. stages were the one where u have to reach the top enemy as non-purple than hurry to transform to purple and kill it. and the first stage to introduce pink barriers. dunno if there r more lvls with those as i gave up after that crash... a level select would be nice. (also to be able to select the reimu version available for the selected level before entering the level so u can easily see the different start dialogues for the lvl since restarting a level doesnt retrigger that so you miss out on alternative dialogues)

since im already doing a suggestion, lets add another one:

configurable keybinds... as a german player i have a keyboard with QWERTZ layout. so games that force the usage of X and Z are annoying as heck since the way your fingers have to be to hit those with the same hand is uncomfortable.


otherwise cute game. like the idea of switching between the reimu versions and thus have different visuals and gameplay mechanics. though the dark/eyeless reimu was a bit weird... was that added because the game was made around halloween?


EDIT: yes i forgot skipping levels with "O" is a thing...

Z and X is the standard for RPG Maker, and you can use Numpad as well if you have that. Still, I'll see if I can add configurable keybinding in the option menu in a later update (the upcoming one today is mainly for JP and French language support, as well as fixing that crash bug). Thanks for playing by the way!

(1 edit)

yeah, because RPG Maker is japanese software. and japanese games often have Z and X without configurable keybinding as well. really frustrating when i wanna play japanese games... especially plattformers... i suffered a lot from that... had to set an additional keyboard layout (QWERTY) in my system (language settings u can add additional keyboard languages) to switch to for those games... but always annoying when i accidentally switch (default shortkey for switching layouts is ALT + SHIFT easy to accidentally trigger when doing another shortkey with those 2) or forget to switch back and then try to write something and z and y r always wrong and all special characters too... so whenever possible i change the keybind ingame instead. and if its possible to send feedback to the dev(s) i always ask for keybind configuration.