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I did manage to clear the game, once I got through stage 1 and 2 which took a few tries, I was able to beat the rest on my first run (somehow). Though I'm pretty experienced with platformers, and probably got lucky against Suika lol

Pretty ambitious all things considered. I was surprised by how long this is.

I basically agree with what's been said so far regarding the difficulty. With checkpoints and/or maybe health pickups in the stages themselves, I think the difficulty would've been really good, but as it stands it's very punishing. I also want to echo the issue with the particle effects from Remilia's bullets blocking enemy projectiles when they're first fired. This made some bits more difficult than they should've been.

Something I noticed was that when Remilia lands, there's a slight bit of landing lag and her horizontal momentum comes to a complete halt. I found this broke up the flow of movement, though I did consider that maybe this was to make landing and staying on the small platforms you create easier? I can see players sliding/walking off after landing being a potential issue. If that's the case, I can understand, though there probably would be a better way to go about this than universally giving her lag upon landing.  For example, something the game already does is have the stand-able collision of the platform extend beyond the visual.

Something small but really stood out to me and made me laugh was the sound effects for Remilia's flying and her crouch. Was just very goofy in a kind of way that suits her, since her whole shtick is being the spooky scary powerful "Scarlet Devil" while then also acting like a spoiled child. Also her sprites are just adorable~

We initially decided to have it be a pretty challenging game (in particular stage 3 and the boss fight) and leave it overtuned so that not to spend too much time on balance. We were actually as well out of time and assembled the stages together in the last hour of the jam. Initally there were plans to add extends as collectible items, but seeing as the timeline was coming up, I instead opted to add an extend when you clear a stage (up to 5), and to reset the number of lives to 3 if the player falls under that.

A lot of people have reported the same landing lag issue that you have, which I did not notice during testing initially (I worked on the player character movement almost exclusively). It just so happens that is because I made the landing animation cancellable with a jump, but not with normal movement... I will likely address that as well in a future update.

The British bag o' tea crouch was actually a planned feature, I am glad you liked it!