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Delphy

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A member registered Nov 23, 2023 · View creator page →

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As someone who had never played a Touhou game before in my life I can't speak to how "accurate" the game is or what the two harder difficulties are like, but what I can say is that if it's indicative of how a canon Touhou game feels to play then I certainly wouldn't say no to trying one for myself in future.

My only real suggestions/criticisms are things I'd already brought up in DMs; that a couple of accessability options for the main menu background/text would be nice, the visual effects used for the 2nd boss' spellcards lag the game slightly on my PC, and the English script could probably do with a once-over from a native speaker to catch the odd typo or odd wording, but outside of those extremely minor gripes it was an excellent first-time experience of the Bullet Hell genre for me.

Keep up the great work!

I really love this track list, but I think there might be an issue with the files within the .ogg zip file collection?

The tracks work fine if I download the .flac or .mp3 versions, but for some reason the files within the .ogg collection keep giving me an error saying that they're corrupted whenever I try to open one.

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would recommend adding some of the "intro" that appears when you start the game into the itch.io page description, especially the content warnings for this & future updates (since not everyone is gonna want to download a game about incest, so prior warning would be really helpful)

Thank you so, so much for the kind words! I'm sorry it's taken me so long to get back to you, but it's genuinely really wonderful to hear somebody say they enjoyed this little project that I made on-and-off over the course of a year or two.

I might've already mentioned it in the dev room at the end of the game, but I feel like a big part of the game's vibe being the way it was probably had to do with the fact that that I'm a big fan of comedy which comes from inherently absurd situations being portrayed entirely straight, and while I was fairly limited for the most part by my decision to work as much within the default RPG Maker MV assets as possible I think that philosophy was actually really helpful when it came to giving locations their own unique feel despite that restriction (as well helping to maintain the same balance you mentioned).

For a game that I only made as a way to try out the MV engine for the first time after a friend gifted it to me and was pretty much just making up as I went along for the most part (something that's probably especially noticable during the early parts of the game, with even the name itself being something I just pulled in reference to the acronym used for the Runtime Package that you had to download to play games made in older versions of RPG Maker) I have to admit that even I came to get attached to the strange little world I'd created and the cast I'd written for it.

I'm also really glad to hear the AP System was a success for you; by the time I'd come to grasp how to properly use plugins to make the RPG Maker battle system feel enjoyable to play it was far too late for me to implement much of it into RTP, so the AP system & having level-ups be connected with items gained through sidequests rather than XP was something of a compromise in that regard. I wanted to try and make battles feel more involved than just "attack enemy til dead without dying" and I like to think that, in combination with a couple plugins I was able to squeeze in during development, the AP system helped me pull that off and make players feel like fights required proper management of party members & resources to beat.

(also as a P.S. - by "Pardean Town" did you mean Praegen, the final town? that's the only one I can think of beginning with the letter P but I could be wrong... glad to hear you liked those two either way, Salisbury Town was honestly really fun to implement so I'm glad to hear you liked it! :D
if I had to pick a favourite of my own it'd probably be Solford, but that's mainly because it felt like the most visually accomplished to me personally, and I was especially happy with how the maps I made for it came out even compared to the other areas in the game because of that)

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If by the difficulty-based "True Ending" you mean the part of the description where it mentions this game following from an alleged "True Ending" of the first Echo, then that's just a joke; the original "Echo" visual novel that this game was based off of doesn't have any kind of "True Ending" to speak of so there isn't anything to worry about there. It's basically just a gag about how this fangame doesn't follow on from any of the "canon" events of Echo without having to break kayfabe.

The second part is definitely a glitch though; I thought I'd caught all of those before I uploaded but it looks like there was one I missed!

I decided it was best not to list it as "In Development" as I don't expect for the project to continue any further and I didn't want to give a false impression that it would