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(+1)

> Tried both the jam version and the post jam version.

Wow. Thank you for giving them both a try. I had imagined very few people would play both versions.


> Also there is no quit button in the downloadable version so the only way to quit the game is alt tabbing or alt f4-ing.

Yes because I didn't want to let you leave :3

> I played the post jam version first but strangely i found the jam version to be more fun. It's possibly because of the sprites being the actual characters.

I agree wholeheartedly.

For context, we removed the sprites because we got them from spriters-resource, and the original source's developer had not given permission for ripping. So we had to get rid of them.

My artist teammate had other affairs to take care of, so he couldn't work on the project for now, which is why I had to use my (well-developed) art skills, and bring to you the blobs.

(Nevertheless, you have encouraged me into trying my hand at the sprites, and I shall do that :) )

(Also, as a player, I kind of agree with the jam version being more fun, because I thought the Utsuho fight became a little easy in the post-jam version)


> Hugging the bottom of the screen isn't very exciting but if the player was fast enough to dodge out of the bullets if they were at the same height it would make the fight a lot more enjoyable.

I understand. I see what you mean, because the player would get to maneuver around a lot more, rather than stand still and wait. I think I will release another round of balance changes where I try to make the fight more oriented toward this.


> Sagume's fight is a lot better than utsuho since there are actual patterns that you can learn and dodge from.

I'm happy to hear that someone who played the post-jam version actually learnt and dodged the attacks. From other player's feedback, it seemed that all patterns were unfair and players would just cheese the fight.


> Though I immediately died to the jam version, so i cant comment on that one.

Hehe it is, honestly, complete garbage. I pretty much replaced all the patterns from that version.


> One final thing is that i think you should add indicators to the boss' height on the player's side of the screen, similar to how touhou games from 7 onwards show the position of the boss on the bottom of the screen.

I had no idea this existed. This sounds like a very nice QOL change. I will definitely do that.


> Finally, a main menu would be nice that lets you choose which fight to fight after finishing the game.

Haha, perma-death in a bullet hell may not have been the smartest move. I'll take this into account, too



Again, thank you for trying out both versions of the game, and giving such elaborate and extensive feedback on each. It really, really helps me, and I will soon deliver a new version with improvements.