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Atrufulgium

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A member registered Dec 29, 2018 · View creator page →

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So, tiny update (v1.1), made the movement a lot less floaty because that's something literally no-one liked. Also made level 6 not the hardest stage anymore out of the nine.

Thank you for the encouraging words! I might polish/continue this when I have the time

Thanks for the advice and kind words!

I really like that mouse idea, the inputs would be so different that it would probably be easier to remember which controls which.

Maybe I should've also went with the idea of a toggleble hint under each character of which controls which, thought about it during jamming, forgot it immediately.

Thanks for the feedback!

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Thanks for the feedback!

First time I've tried to make a platformer, and it shows. (Jam time limits don't help.) That double jump is news to me (but not too surprising if I look at my code...)

I'll try to think about music volume a little more next time (and not have it extremely loud by default)!

(actually even though it's a jamgame I might go back and fix these issues after it's over)

Yeah, timescale's useful.  It's the "some input or AI" part I didn't feel like going through, would be like 12 different files and eventually cause 13 different bugs because I'd definitely miss something :p

Thanks for the super detailed comment!

I gave myself only one day for all the programming, so some decisions were made a little too quickly. Especially the movement was "wait how does Unity's physics work? oh like this? ok done", and then I got used to it so ignored that issue even more.

The "merging/splitting" idea is pretty great. I did think about using ijkl as a "move both" control, but forgot about that.

I tried to go with a distinct feel for each of the characters; wanted Reimu to be managable but direct, wanted Marisa's stages to be about careful movement and misdirection, and wanted Aya to punish my up until then usual tactic of keeping the fairies close together. Perhaps I went a little overboard with some of these...


For signs (and a pause menu which I didn't get to) I actually wanted to freeze the game but my code was so spaghetti at that point (it was also late) that I just did what you see in the final product here. Not really happy with it (As if anyone can even read the sign before Level 9's finish..), and completely agree with that point.

I'm a person that always has his volume at 2% to have game volume at max, the day after I described the jam to a friend one of his first responses was "Are people going to be deaf when opening your game?", oops. Need to remember to have that slider down low next time because quite some people are the opposite. Also a SFX slider.

This was my first jam, so I didn't really know how to balance the workload at all, next time I know what to focus on more and what is less important. Great learning experience this was, so thanks for hosting!

And yes, all programming, audio, and visuals were done by me.

Thank you!

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If anyone needs help with a level, feels too frustrated by the controls, or just wants to watch instead of play, I've uploaded a full playthrough of it here

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I hate how I actually thoroughly enjoyed it. The difficulty was good, and after some getting used to, the controls felt great, I love that fast-pacedness.

Must say I didn't really feel like the Kisumes did anything, horizontal speed is off the charts anyway, so I was never getting hit vertically.

Also noticed that if you spam your z button enough at the boss you can clear it super quickly (3 seconds...), so maybe add some invulnerability or something? It's way easier than the levels before it...

Also have to agree that the respawns take a little too long for a game like this

I didn't know the world needed sassy Komachi death screens.

Love the aesthetic, great pixel art!

Thanks for the feedback! By now I've realised this movement is something I've just gotten used to after hours of testing, but is indeed pretty bad. Definitely going to try to account for that next time I attempt something like this.

I hope the game still feels at least somewhat playable despite that though!

I've probably found my favourite game so far. I love the humour, the artwork is great, the music fits wonderfully.

The only thing I didn't like was the fact that Rin's sprite hid bullets, and the hitbox is not near the center of the sprite; so many hits because it's so much further down than I expect or just not seeing the bullet.

(Also had some frame issues, but that's probably because too many corpses produce too many bullets and I'm playing it in browser)

I just noticed game info doesn't get embedded on jam pages. Here's a useful part of the game's description:


Control Cirno with the arrow keys, Clownpiece with wasd, and respawn instantly using "s" or "down". When Cirno's dead, she and nearby things freeze, while Clownpiece's death sets wood ablaze.

(Because it's a game jam, there's no quality of life features like pause menus or level selects. Go to the menu by pressing escape at any time, restart the level by pressing r, and choose a level with 1-9 in the main menu.)

Known issues:

- Going back to the menu while reading a sign makes levels 4, 5, 7, and 8 stop working. To fix it, go to one of the other levels.

I really enjoy this. I don't think the bulletcount is over the top, I think it's fun actually, because you're forced to manage between "how many do I want to kill to make it more bearable"  and "how many don't I want to kill because I want to see" , though wanting to see wins out in the end for me. I don't get hit as often as I expect when I see that many. Would've loved that boss fight though, time limits are harsh.

Also, the bgm is way too catchy. 10/10 arrange. Currently have the first two phantoms killed just so I can listen to it in peace.

This's quite enjoyable!  I like how Komachi's job is emphasised by getting healed whenever you kill a soul, gives a good motivation for what the plot wants. Enjoyable music too.

I do recommend saying somewhere double-jumping is a thing (unless it is stated somewhere and I didn't see it), this moron got kinda stuck trying to move the soulless statues to the side to be able to make jumps.

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I have to agree with Brogrammist here, the camera controls feel a little awkward. My mouse hitting the edges of the screen (both when invisible and visible) didn't really help with that either (even in 1.1..? perhaps it has to do with me alt-tabbing often or something).

I also found that waiting for Youmu's cooldown was a little annoying, I feel like it could've been a little shorter.


Other than that, I really like the simple yet effective look of the game. I'm normally not fond of these levels of bloom, but they work here, and the little details on the terrain look nice as well. The particle effects are great, and both the Youmu and Yuyuko models look good!

Thank you for the feedback! This is the first time I've attempted to make a platformer, so next time I'll try to make it more responsive