Mokou mains Sol, Kaguya mains Bedman, but also low key can play the entire cast because she just played a lot I guess.
Anyways, thank you for your kind words!
Miko is dead.
Faith is fuel.
Makai is full.
I didn't expect a boomshoot on a touhou pride jam but hey, here we are.
Pretty fun game. I enjoy a good boomshoot from time to time, having grown up with the stuff because all the games I had growing up were what my big brother had.
As to feedback... well, I feel like some enemies and some things still require tweaking. Like, the enemies homing in on you are a little too aggressive and give you little time to react before you take damage because they are fast, relentless and give you no warning they are about to attack you. There are spawn markers, but the spawnmarkers don't tell you what enemy is going to spawn where, so all you can really do is stay away from the spawn markers and even then they hunt you down in the blink of an eye, leading you to take damage, which doesn't really feel fair to me.
The level 4 weapon has splash damage, which took me a while to figure out. I assume it's like the quivalent to a rocket launcher in doom (although the explosion effect reminded me of the OG Doom BFG tbh). Splashdamage would be fine for such a weapon, but since the enemies are so relentless and in your face, and you are being swapped to the weapon instantly upon reaching Level 4, I died a bunch of time to that which also feels very unfair.
Pick-ups despawn a little too quickly too, especially since you have little in the way of control on when you can actually safely pick them up. Because of enemy behaviour, they tend to clump together, so if you move in to pick up what you want to pick up, you will probaly take a bunch of damage.
Compounding these issues is the lack of invicibility upon being hit, so one little fairy that homes in on you and shoots projectiles can kill you in an instant if you aren't constantly circlestrafing and jumping, restricting your movement options. Sometimes it feels like damage is all but innevitable because they can pump you full of bullets from point blank range with little you can do about it except shooting them, which is made more difficult because they are up in your face constantly (ironically).
Plus, I think the difficulty curve is kinda whacky, since the first two waves are what I felt to be the hardest, with subsequent waves being pretty chill comparatively, until Wave 10 kicked my ass again.
It would be good to maybe start with a smaller enemy count in the first waves, like going from one or two fairies, until ramping up to what the current wave 1 is. Currently it is very trial by fire, and idk, I can imagine some people would quit after having tried the first wave and dying within 5 seconds because they still were getting their bearings.
Despite my many complains, this shows promise and I did have fun with it or else I wouldn't have played until I was good enough at it to get to Wave 10. Pretty impressive for a one person show, at any speed. And... well, I liked the little illustrations for story mode, even if it was ultimately broken, lol.
Thank you, we gave it our best. Especially with the topics handled, I couldn't rely on my own experiences, so I did a lot of research, as well as consulting friends who do have experience with this sort of thing.
The feeling that there is more to the backstory and lore of this particular take of Gensokyo might be because there is. Tsuki ga Gotoku is a sequel. You might then want to check out the first game, Houou ga Gotoku, made for the 2nd Touhou Pride Jam. Beyond that, I had this idea of a modern day Gensokyo where magic is real and youkai live among us has been rattling in my head for years now. Originally I wanted to write a Touhou TTRPG back then, but kinda struggled with finding a satisfying design that accurately represents what makes touhou special. The setting for that TTRPG was this Gensokyo.
Also, if you like my writings, we are working on an original cyberpunk visual novel called Code.Breaker(), which mixes Point and Click, Puzzle Game and Dating Sim Gameplay. It's currently on early access on steam, but there is also a free demo encompassing the first act of the story.
Thank you, I'm glad my writings could help someone in their life. A lot of Houou ga Gotoku was channeling my own life experience, so I'm glad it gave you something that you could take away for yourself.
We are still a very tiny team and we are still figuring things out, but then again, as an indie dev I think you never stop learning.
Thank you for playing!
Hey, thank you for the feedback! While a lot in Houou ga Gotoku came from my experience (as the writer), Tsuki ga Gotoku did not. I'm a lesbian, sure, but what Tsuki ga Gotoku deals with I did not have to. I did my best to try and understand what it's like, did my homework, ran the story by some people. I'm glad it worked out in the end and I did my homework correctly.
I also believe that the VN genre can be so much and more, if you just think a little bit outside the box.
The reason Mokou cuts you off and progresses towards resolving the story, is because there are hidden triggers in some of the dialogue options. I believe if you read everything outside the love dialogue, Mokou cuts you off. That is intentional. Houou ga Gotoku had a similar system, where certain dialogue options made Mokou drink, and the more drunk she got the more open she got about certain topics. To progress to the ending of Houou ga Gotoku, you needed to hit a certain dialogue option that got unlocked by getting drunk. A lot of people complained about this, because it was kind of unintuitive and sort of "forced" the players to read everything in order to progress. This time around, I made it so Mokou cut you off and progresses straight into the ending. It's still not a perfect solution, but it works much better I think. Next time around, I might make it so that you get cut off, but have the option to loop back around (unlocking the dialogue option to progress to the ending in the process).
Yakuza, as weird as that sounds, was a huge inspiration for me while working on this as well as Houou ga Gotoku. These are obviously very different from Yakuza in terms of gameplay and story structure, but... well... Yakuza is a crime drama series. It's about tough guys doing tough guy things. But at the same time, these games manage to capture the rich inner world of these characters, their emotions and their feelings towards one another. I wanted Houou ga Gotoku, and now Tsuki ga Gotoku to capture a similar sort of vibe. You have these characters that are definitely strong and tough, they definitely haven't gone through their lives without doing some morally questionable things. However, they are still people at the end of the day, with thoughts and feelings, wants and emotions. I hope I captured some of that.
...and well, spelling mistakes are to be expected when you spend like 1 1/2 weeks drafting a story and then 1/2 week crunching down to get the words on paper lol. Sadly I did not have the time to get someone to proofread. I'll try to patch these out when I get the chance.
Anyways, I’ll pass on your praise to my fellow teammates. Thank you for playing!
Thank you for playing!
I'm glad I got to revisit this world and these character once more to tell another story about love and the struggles of modern life.
If you didn't know, this is a sort of sequel to the game I worked on for the 2nd Touhou Pride Jam, 3 years ago. The game was called Houou ga Gotoku and put you in the shoes of Mokou. If you liked Tsuki ga Gotoku, maybe that is worth a look too.
If you like my writings in general, we are also work on a cyberpunk visual novel called Code.Breaker(). which I'm the main writer for. It is still in development, but maybe that could also interest you as well.
Thank you, Thank you! I'm glad you liked it.
I put a lot of effort into trying to make this vision of a modern day Gensokyo feel real through the dialogue. I'm a big fan of diagetic dialogue, so I tried to make everything as diagetic as possible. I'm glad it paid off.
If this sort of writing style interests you, we are working on a Cyberpunk Visual Novel called Code.Breaker(), which I am the main writer for. A lot of what I have learned from Houou ga Gotoku went into that game as well. It also features chill hang-out scenes where you get to talk to the characters about them, others and the world. It's still in development, but maybe worth a look if you like what we did here? The artist for Tsuki ga Gotoku also works with me on Code.Breaker().
Thank you for playing and thank you for your comment!
Actually, besides Houou ga Gotoku and Tsuki ga Gotoku, we are working on our first original game (started after wrapping on Houou ga Gotoku) that uses this sort of casual chatting with a friend as one of the modes of gameplay, which was inspired by what I learned on Houou ga Gotoku. It's a cyberpunk visual novel called Code.Breaker(), written by me. It is still in development, so we'll definitely think about adding more back and forth in there. I hope you have fun with Houou ga Gotoku, and maybe Code.Breaker() as well :)