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DracoGideon

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A member registered Nov 24, 2017 · View creator page →

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Someone should call child protective services in Gensokyo...

Jokes aside, overall it's a fun pinball-ish game while you're a ninja paddle and baby kaguya is the ball. Although you can do crazy wall jump combos and it's wickedly satisfying, for high scoring I think it's safer and better to stay on the ground to secure chain bonus while watching the projectiles.

This is my personal best so far.


I feel like with 1 or 2 weeks you can totally make a full Kutaka platformer out of this. Beautiful art and arrangement and it's a sold platformer with smooth controls.

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I like the character art a lot and the gameplay is acceptable as a danmaku game. I just wished the moneybags would spawn much more frequently. Most of the time I'm just waiting for the money while all I can do is to flirt with a zombie. Also I was expecting more shion.

they're kinda too small to recognize but youmu transformation is pretty badass.

Damn, when you had that GBA label I thought it was just style but nope. It's a real GBA game! And you just drove me to open my VBA after 7 years. I'm truly impressed.

And that's not the only amazing part -- the game also has great graphics and narratives, and control is smooth as butter. It also fits the theme perfectly with a traditional folklore.

A fair and challenging danmaku game with a few new tricks. Patterns are pretty simple but resource management made grazing a necessity which added interesting dynamics to the game.

It also has beautiful visuals while not having any clutters. Every bullet is clearly visible and they don't seem to overlap most of the time.

Music is also amazing with authentic ZUN pet. Overall a solid horizontal shooter.

That 3-green super laser cleared everything but I finally got it. y'know for a regular touhou shooter it's almost always z, x, c, so that was a bit unexpected. I like the power-up idea though.

It doesn't seem to have a spoiler tag so I reworded it. Sorry about the trouble.

Patterns are pretty repetitive but I like the visuals. Music seems a bit too chill while we're surviving an evil alien attack.

Well... I wish the restart button actually restarts from the current level rather than starting over.

Fast tower's projectiles actually slightly pass by the enemy which don't hit anything. Bomb tower doesn't seem to do enough damage to clear waves. Laser tower has enough power but it doesn't have enough range for the 2nd stage.

Also those Bakebake cheat with shortcuts. I guess it's intentional but it should be somewhat clearer that they do take shortcuts.

Music is great and those bakebake sprites are pretty cute.

Seriously don't know what to do here. But I found the music exciting while I was screwing around.

I'm honestly confused about the rune mechanics. I tried a few combinations while smashing keyboard to find the keys that may matter but they didn't seem to do anything.

All the floaty things are occupying most of the screen and I don't know how I can deal with them efficiently.

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I think I just read the most engaging opening among the VN entries this time. Visuals and music also felt exactly what I normally expected from an actual VN.

Good presentation overall, although the the plot twist was a bit out of nowhere.

This is no doubt the best visuals for the theme, and it's hilarious how you bent all the folklore you referenced with an if-story, and that's exactly the Reimu I know.

Maybe people will say it's cultural appropriation and I honestly don't have the art expertise to judge that, but I think it's a solid attempt on Ukiyo-e style with efforts and they are all presented as they're supposed to be.

It's a fair attempt on WarioWare-like game but the arrow icon on the first game is a bit too hard to see. It took me a lot of retries to figure out what it actually wanted me to do. It's also kinda hard to tell the difference among those 3 characters. The Eiki one is straightforward though.

That's some galaxy brain level puzzle I've had since baba is you. I'm surprised that you even had boss fights (which succ doesn't actually do things).

As mentioned from other comments, it's kinda unclear what will be succed and what will be unsucced, but it's pretty easy to get used to. A visual indicator would help I supposed.

Overall good visuals, concepts, and level design. Also someone played a fusion card at the wrong occasion and the outcome was catastrophic.

Can't really judge the writing when it's roughly translated in such a timeframe. It's rather impressive that you managed to translate it in the first place.

Character arts are simply beautiful and expressive and with a decent background.

I personally don't really mind self-advertising in a jam entry but it breaks the fourth wall which is concerning as a somewhat serious VN.

Everything a tower defense should have is in there -- different towers, enemies and lanes. They all worked fine, plain and simple.

Towers are pretty flavorful in terms of 2hu and with more time balancing their range and damage I believe this could become something more.

You got some nice visual effects with some pretty structures in the background. Fairies and Marisa all looking great with their bouncy animations.

But the gameplay doesn't seem to be there. It's funny to see how marisa literally gets flooded by countless fairies though.

It's a basically pokemon battle and arts actually have a feeling of the old generations. No sounds or music but the battle itself is smooth and fully functional. It's pretty funny to see two tsuchinoko coil themselves.

It's kinda too obvious who Renko was really with when she got a text from Maribel in the house. I get the sentiment that it's better stay quiet in a haunted place, but they weren't quiet there anyway. And Renko really should've noticed when she got a text while "Maribel" was apparently posing for a photo.

I like the part where the ghost lady didn't really hurt Renko as she wanted vengeance from men not women and she was probably just being naughty. Also no jumpscares.

Overall it's a nice little ghost story with some folklore.

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I'm very glad to see new characters and the latest references and you did a good job presenting them as well.

It was fun manipulating the market by sabotaging Yachie's performers. And honestly Reimu is like the real yakuza here.

Controls are straightforward and rules are quite intuitive with detailed but not wordy explanations. Danmaku patterns are fair and challenging while resemble what they were in the original game.

It also has elegant UI designs with Chinese patterns. Every information looks clear on the panel. Although there's no audio feedback on pressing buttons and I thought skip button didn't work for the first time.

Overall a great concept mixing danmaku with a market simulator. I would've had more if I got +2 on Seiga but I messed up.

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I had some good laughs on that title screen and the fact that sleeping Chen just goes poof when Ran touches her. (I thought I stomped Chen)

I'm not sure you intended to make it like a comedy but I definitely appreciate the humors so far.

Perfect concept with flawless execution. Beautiful.

Detailed animations, simple yet challenging controls and objectives, decent character and background arts, soothing and relaxing music. What else can one expect from a jam game?

And it even has a progression system that keeps you around for awhile.

Here's my personal best. I don't think I can lose by only jumping so I started eating candies along the way. It's matter of endurance with all the upgrades.


You surely have impressive sprite arts on characters. Background and objects are simple but they're coherent and they sort of build a unique mood around it.

Control feels... quite weird and unintuitive for the floating part. I get the sense that you're operating a suit with boosters but steering can be done in different ways (like one key for forward translation, two keys for clockwise rotations). And for an escape mission she's walking way too slow. I guess it's supposed to be slow as they're technically in a low-gravity space station...? I wonder if that's the reason her friend didn't have enough time to get out...

For the theme and story, it's a touchy little story about Reisen's background.

Magnet mechanics are cool and you have a beautiful bamboo forest with decent pixel art on characters and objects.

Fight seems a little bit unfair that if they have a weapon with longer or equal range it's very likely that you will get hit first. Also trap doesn't seem to do anything than blocking the path.

And as others mentioned earlier it has a softlock issue when it comes to respawn. Kogasa died and I just got stuck while R reset doesn't really fix it.

Map design is definitely okay and entertaining to explore, and everything looks beautiful. It'd probably be more enjoyable if the combat could be a little bit easier.

It's Triple Triad card game from FF series with 2hus and the gameplay is pretty much the same as the original game. AI knows what they're doing and it's both fair and challenging in hard difficulty.

I was gonna say "wait what about the theme," then I realized Final Fantasy itself is probably a living legend of our age at this point. When we talk about folklore and legends I often look at the ancient times, but what happened in the modern ages should probably be equally important so to speak. I'm not sure if that's your intention though.

Overall a decent card game with complete functionalities and cohesive arts from AI Mebius.

A great danmaku stage with decent patterns that resembles MoF. I didn't really get Onbashira Rushing towards Fantasy though. Overall it's fair and challenging with clear graphics with no clutters.

Also I like how you brought up suwa war for the theme. It's often a part of the story that gets ignored in MoF. 

A solid danmaku action game with graze mechanics that heal you when you graze normally or graze with dash.

I really like the smooth controls and fast movement. Graze recovery works great on the last spell and dashing through the wall of bullets is just satisfying. invincible frame seems a bit too long but it still requires planning and positioning which has been fairly challenging.

I know the original folklore was red and blue, but here we have a blonde oni and I thought it might've been better if yuugi actually had a blue wig or something.

Well... It had a great opening presentation but the shooting part doesn't feel as promising. Player shots take a long time to reach the enemies and they're actually very tough to destroy. It gets undodgeable in threat level 3 and the firing power simply isn't there to reduce the bullets.

People kinda liked earlier Touhou games as they had soft fairies that usually die with very few shots, and player's main shot delivers the kill at an instant speed which gives it a strong tempo. To me this game doesn't feel like it's being inspired by Touhou, but by shmups in general.

Pretty fun as a half-puzzle half-shooter, and aiming in 3D environment feels just about right (many "3D danmaku" games have aiming issues). I like the design where the player needs to manage resources and lure souls with the optimal color.

It's a great concept which also fits the theme. "Use Mouse Button to Judge Souls" might be something I want to say it aloud some day. It's as badass as your UI transitions. You definitely had a great UI artist on your team and that spherical UI rotation was just inspirational.

Such a great danmaku action game with detailed pixel art and animation. Everyone looks alive and interactive -- when you hammer them they actually bounce like a spring. Writings are also reflecting the characters and their respective Nordic lore with humors.

Enemies' patterns are simple yet challenging. There aren't that many bullets but you will need to carefully plan your positions after Wakasagi and it does require some accuracy.

Although there's no music, sound effects fit the combat very well and I actually don't think it even needs music to be good.

Notes seem pretty weird that they accelerate at different rates but the difficulty is fair and it's in fact the only rhythm game entry I'm able to finish so far.

Arts are the cutest I've ever seen! Especially that eating cirno at the ending screen! They just look so happy and I love it.

When you mentioned soybeans I never thought it's gonna be flying soybeans like actual danmaku, and that was pretty comedic and I liked it.

Gameplay is also short and simple with a fair challenge. 28.10 is my best so far but I think it can be a lot faster.

A nice little comedy about Kogasa searching for her owner who once discarded her and made her a youkai. It precisely presented Kogasa's identity and objective, and the writing is as straightforward as Touhou canon goes -- find the culprit and beat them up.

Overall it's a good jam game with cohesive art, music, gameplay, and it fits the theme perfectly. There are also some memes and humors so if you like this kind of genre you should definitely check it out.

It's an interesting danmakufu demo so far, and I like how easy mode is actually easy enough for me crumble through it. Plus you gave Tewi a mochi shotgun. Absolutely love that shot idea.