Aaaaay, congrats on the kickstarter launch!
I was wondering if the current demo has an English version? It's loading in as Spanish and I'm not sure how to switch it if it's possible.
aurapaladin
Recent community posts
Superb work, with incredible thought and polish put into a geniusly dumb and simple concept. The little cues that one needs to pick up on to get a good score, the tension in Maribel turning the lights on over and over because she just doesn't trust you, having to go back to the ink paint to refill so you're not just mashing over and over....it's the little things that add up to make this a near-perfect little flash experience.
On top of that, it's an incredibly funny game, too - I played it with some mates and we were all killing ourselves laughing at the absurdity of it all. Thanks for making!
Incredibly polished looking game with a weird control scheme that somehow felt more intuitive to me than normal danmaku games. Seeing fish everyone was really cute, and the enemies were varied enough that things felt fresh all the way through. An incredibly solid title that was a joy to play, thank you for making!
I went into this expecting nothing but memes, but wow this felt really fun to play!
The art style is great, the mechanics feel a bit floaty but in that "every action is punishable" kind of way. Tough but fair challenges and a weird blend of games that feels like something someone would blend together inside a dream made this a standout game in this jam! Thank you very much for making!
Sweet little VN! It was cool seeing Kutaka with the TH11 crew, I feel like she'd get along fairly well with them (aside from Okuu after this game, maybe...poor Kutata)
I can't quite tell, but it looked like the art was traced? That feels like a big misstep, and if that's the case I hope you get the confidence in your own art that you don't have to worry about that in the future (it's a shame too, because the title art and the backgrounds were quite nice! But I kept worrying about how it felt like it was covering up someone else's art. Almost would've felt better if you'd used the original art instead.)
Overall, had a fun time. Thanks for making!
As a preface, I'm goddamn awful at Danmaku, so thank you in advance for infinite lives since it gave me a chance to see the wonderful ending (and also more Rinnosuke in general, shoutouts to my boy)
I haven't had a chance to go back and play more, but I do really want to! There's some beautiful danmaku patterns in here that I just don't have the headspace to get my head around, but being able to test and attempt each one was still a fun time, and the patterns themselves felt very fair - I always felt like it was my lack of skill that was causing my deaths, instead of random luck. Thank you very much for making this!
"Very philosophically-musing Yukari" is hard to pull off. "Very philosophically-musing Yukari who's SO TRAPPED BY HER OWN LOGIC that (amongst other reasons) she cannot properly convince herself she's dreaming despite all the obvious hints that she must be" is even harder to pull off, but you nailed it perfectly.
Fantastic ADV game with a lot of fun musing, whilst still telling a really sweet story about Yukari's inner subconscious and how her desires clash with her presentation. A standout entry, and easily one of my fav touhou little fics period, let alone games.
(Also, please let me know if you have like a writing page/VN page or something like that, I'd love to read more of your work!)
A point and click adventure game going straight for my heart. I adored this one, especially loved how completely done Yukari is with this whole thing.
Pretty much the only thing I didn't super like was how slow it was to get to point A from B when I got lost and was trying to find things to click on, but even that came with a touch of nostalgia for the genre. Lovely crafted, with really cute visuals and lots of funny background events that helped liven up the experience.
Thank you very much for making! I had a blast.
Look, I'm IMMENSELY biased here since I adore rhythm games (esp rhythm heaven), but man I loved this one! The audio design is incredible, especially the way that the various hit noises are balanced to give you solid feedback on how good your timing is, and the beatmaps are incredibly well-designed. Loved the use of the ZUN-style sketches for the intro and outro!
I enjoyed this one so much that, upon stumbling on the english settings, I ended up playing the whole thing again to read the story this time, and had just as much fun the second time. Seriously, if y'all end up making more rhythm game stuff, please let me know because I'm dying for more stuff with this level of polish. Superb work.
I'm kind of in awe of what I just experienced? Went on long enough that the joke wore a bit thin, but god what an opening.
I love how all the historical figures are drawn in this sketch-like realistic way whilst Reimu and Doremy just...aren't. Really helps sell them not being part of this world.
Also, I never did history in school, so I defs learnt a lot! I think! I'm just going to assume this is all historical fact and they just scrubbed Reimu's name out of the history books for reasons beyond our understanding. Shame.
Really cool deck builder, with a unique concept of needing to avoid enemies at all costs while waiting for a chance to strike! Maribel was a great pick there, as someone who potentially has power...just not all the time.
Only letdown for me (and this is an issue I have with all deckbuilders, really, so it's more a me thing) is that since attacking greatly relies on what cards you draw, I felt that success was more based on what RNG I'd get rather than how I built the deck necessarily. I'm sure I could mitigate that with better planning, but even when I was stacking my deck with attacking cards they just weren't showing up when I needed them, which started me back to square one a lot in ways that didn't quite feel in my control. Them's the heart of the cards, though!
In all, a lovely concept that I think has some real potential, my own hangups with the genre aside. Thank you for making!
Incredible atmosphere and addictive gameplay loop only really brought down by it's short length (I got to the door without about half my days left and just kinda hovered around until I could get it open) which makes sense given the time pressure. I'd love to play more game in this style, it was very well done!
Sometimes you find a game that feels tailor-made for you, and god it feels good.
Between the simple-yet-just-challenging-and-time-crunchy-enough gameplay, hilarious visuals, and the rly solid music, it took me back to playing flash games after school, something you'd just kinda jump in and see how well you did.
Absolute joy to play, so much so that I managed to convince my vaguely-into-touhou mate into trying it out and he liked it just as much! Thank you very much for making!
Bouncing around as Koakuma was lots of fun! Floatiness was welcome, but it played slow enough that it discouraged me from taking risks, as getting back to where I was would've taken a bit. Overall it was a nice time!
I LOVE koakuma's little falling sprite in particular, just that little bit of panic in her face as she descends.
LOVE the premise for this one. "oh no I can't danmaku time to use hot lead instead" feels like a very Sumireko thing to do.
The bullets not being hitscan took a bit to get used to, but thanks to the infinite ammo and the generously slow speed of the targets it felt pretty good to clear enemies out. Especially liked how their bullet patterns disappeared when they died, it helped encourage me to rush in and try and take out a few before the bullet clutter overwhelmed me.
Cute little arcade shooter! The shooting mechanic was quite fun, I really like how there was a focus that helped lock aim, and the graphics were really cute!
Camera felt a bit awkward in the open segment at the start though - I wanted to see more of the field, and I kept getting ambushed by ghosts dropping down on me without much way to fight back. Very much enjoyed my time with it, thanks for make!
Cute little arcade shooter! The shooting mechanic was quite fun, I really like how there was a focus that helped lock aim, and the graphics were really cute!
Camera felt a bit awkward in the open segment at the start though - I wanted to see more of the field, and I kept getting ambushed by ghosts dropping down on me without much way to fight back. Very much enjoyed my time with it, thanks for make!
God, flying around felt really fun. You nailed the controls here!
Getting hit by the shadow clones felt incredibly annoying, to the point where I just kinda camped out certain spots in the hopes that I wouldn't get hit rather than enjoying the flying, but once I got the confidence to fly around again it was a really enjoyable experience.
Fantastic little game! The vibes are immaculate, and the melting mechanic is an interesting addition to the 'dreaming on a sunny little isle' premise.
Kinda ended abruptly and without realising it (unless I'm missing something? I wandered around for ages post-sweeping up Wakasagi's cave but didn't find anything) but I'd love to see what more could be done with this.
Really nice twist on the dream world idea! I love the gameplay concept, but found the physics of the game itself a bit frustrating. My sheep kept getting trapped on moving platforms, leading them to either getting launched off when I didn't want them to and falling to their deaths, or getting stuck and having to wait another cycle.
Nethertheless, the artstyle is fantastic, and when I wasn't struggling with the controls it felt really good to play. It's a really neat game!
Love the aesthetic (and the excuse for it!) and running around as Suika fighting the mt. dew faries is really fun. Enjoyed my time with this game, thanks for making!
The combat isn't super responsive, and the camera starts out really bad (though I think the fixed angles after the starting area work really well, aside from the end where I ended up going over the mountains OoB instead of to the boss)