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euniworm

7
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A member registered May 12, 2024 · View creator page →

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I love text-based adventure games so much, and this really hits a niche I love! The music coupled with the lower resolution graphics pairs really well, and the writing is great too! Puzzles are simple but effective, and I enjoy the dialogue and little bits of flavor text. Love the 2D character art as well!

Oh this is so fun

I adore the writing, and I loved how Momoyo was written, especially when she gets called handsome! The gameplay exists to propel the dialogue but thats okay, because the dialogue really makes up for it! The mechanic itself of cracking the rocks doesn't hold much precedence over the game itself, but it was still enjoyable wondering which rock was going to have the shiny gem!

What a simple, cute and fun game!  I was quite confused what to do at first, but everything came together whenyou start moving around. Incredibly relaxed, with chill music, and a cute Yachie model. I love the yippee the critters make, and it makes the player feel rewarded for their progress thus far! I love the simple collect-a-thon, and would totally play more if ever expanded upon.  More dialogue or writing in general, even as flavor text would give some more intractability to the game and characterization! All in all, short and simple concept that was executed well!

I appreciate the keyboard and controller options, as well as the menu demonstrating the control layouts. 

Love the concept of MOBA styled touhou a ton! Love the mix of 3d environments with the 2d sprited characters. The attacks are clearly marked with the hitbox of the selected move, and the explanation of mechanics are explained well enough. I think the tabbing between the controllable characters gets a little messy for me personally, and I found I think I broke the game switching between units too fast. When I switched between Patche to Hourai, I did it too fast and Patche started floating off screen, and the characters were no longer selectable. Only happened during the Kogasa fight, but I can recognized it probably wasn't intended for frantic tabbing between characters as I adjust myself so I can take down Kogasa. It gets a little difficult to manage everything at once when you have to dodge AOE's with three different characters in rapid succession so their health isn't too destroyed, but movement itself is still good!

Love this idea, and would love to see it adapted to other characters if ever expanded on.  Great work!

Such a unique concept! The artwork is great, as well as the sprite work. I love the UI, gives me a feeling like SMT or Mother series. 

My favorite part is the gameplay mechanic of controlling the three Heca's. I appreciate the clear indication that Z /X / C are used for controlling them-- and when you have a key pressed, the key shows a "pressed down" animation with the associated color of the Heca you control. Unsure what SPL / or I assumed Spell Level does, I didn't notice it make any difference of anything, but I could have been doing something wrong.

Level design rocks, and I love the unique challenge of setting up throuple Heca between the dungeon corners to attack enemies. I think the enemy spawner mechanic is fine, but the same enemy typing gets redundant. I like the knockback the player feels when hit. Health is few and far between, but thats also a skill issue for me probably. I like the music, and the game is really fun! Reminds me of a lot of retro games I loved like PKMN mystery dungeon, or Four Swords Adventure, really fun and I would love to see it fleshed out more!

Not bad but nothing spectacular. It is not earth-shatteringly bad, but also does not feel like a complete game when lined up with the other game jam games this time around.

Art is a delight to the eye, but the clashing UI riddled with rushed graphical errors and tile map warping does stand out. Immediately dropped into the game without any quick control scheme to show (which I  know is a small criticism, but its huge for accessibility!) Love meter isn't explained, pause button is Enter key and not ESC, and there is no reason to stand around and shoot enemies when you can dash through to the larger red fairies to proceed, and constantly recontinue, and ignore any semblance of "health" as a mechanic. Even when picking Reimu, my partner is changing from Alice, Reimu, Kagerou when I die? Boss has collision, and just pushes you into a corner, where you can attack spam to victory.  When I won, the game crashed :,) Ending splash arts very good.

I see the vision, just needs a lot of polish.