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Thanks a lot for your feedback!

We indeed used Touhou as our main source of inspiration (it’s actually the only bullet hell we’d both played before this jam I believe), and this gave us the idea of the new mechanic.

I think you’re right about the double djinn & the other enemies together, they might be too hard. I’m pretty sure I struggled on this too, but we didn’t have enough time to polish the levels as much as we wanted at the end of the jam.

About the keyboard bindings, we had some early feedback from our testers (some were Touhou players, others not) before the end of the jam and they were not satisfied with it either but had different opinions on the best key bindings (we hesitated until the very end of the jam between mapping “slow” to shift or k, or even mapping everything on one hand with slow on shift and warp on e). If would be interesting to have your opinion on this matter, as we couldn’t reach a satisfying answer! We have never implemented an in-game controls remapping system, and though we’d have loved to do it here, we had higher priorities and sadly never found the time to do so :(

We didn’t notice the dialog button overlapping the text below, nice catch!

I also agree about the font, we didn’t want to use a pixel art font for the dialogs as it would negatively impact readability but we could have chosen something more fitting!