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IamaMedalHunter

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A member registered Jan 15, 2019 · View creator page →

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Uh oh, the game's framerate is not capped ROFL - the whole game ran at 2.4 times the normal speed due to my 144 Hz monitor LOL. Seeing the balls and bullets go so fast is hilarious.
Don't worry, I could complete the game by setting my monitor on 60 Hz.

I really like the free-flight movement in this HRtP-like.
Wakasagi looks adorable.

Pretty cool to play around with actually. I spent like 10 minutes in the experience.

In this experimental build there's no win condition. nor real stage or obstacles to really test the gameplay with.

You can also never get caught with the lantern off.

So guess what? I imagined that Kyouko is the actual stalker! LOL
Echolocate Kogasa, carefully move right on top of her, and then BOO! Lantern on her head! I like to think I've out-surprised the surprise master.

I can't believe I got roped into learning History facts to win at a Touhou fan game. (actually one of my weaknesses. am not at all interested in Historical facts)

Half of my playtime was me Alt-tabbing back and forth between the game and the search engine. I guess it's fun for fans to compare Touhou lore and Outside World dates, even if it may not suit the tastes of everyone. That's what kept me going.

In a way, it's about how the Outside World is reflected onto Gensokyo. Pretty clever use of the theme!

And then I tried the latest postjam version. The EXTRA mode is actually fun. No time for research, just what I've learned before, quick maths, and my gut feelings. That was the highlight for me!

Also for those interested there's a sukusuku.

The game is purely incredible. The quality and polish is just extremely high for a 72-hour project, like, breathtakingly.

The core concept is so well executed, and the levels fun. There are too many compliments I'd make so I'll say my favourite things are the night sky background and the mirror shatter effect.

Watermelon

Roukanken Reflect ~ D.U.M.B. is a really good game.
It's something about swordsmen parrying and sending attacks back to the sender, you know?

Said swordsmen also need to be aware of what they're doing, it cannot keep happening!

"Renko, would you still love me if I was an axolotl?

Neat core mechanic, clever puzzles!

Yukarilotl

This is extremely clever and amazing!
I've spent like half an hour getting high reflection rates. There are 14 at the time of writing, and oops, I got my name on all the current Top 3s.
Like, seeing the reflection go through the level and knowing that *I* can totally do it too is a hell of a motivator.

It's as they say, mimicry is the highest form of flattery.

Also I've donated a level too! "Crumbling Cave". I did not think I'd spend one hour making a level.

It's quite impressive to make the screen transitions and screen-flipping work! Hope no one throws up from motion sickness :P*

Also for some reason, crate infestation

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We have reached a point where Touhou became so popular that we have a doujin story of Touhou about Reimu meeting a doujin version of herself because people were writing doujin about her inside the doujin, just like how we in real life write Touhou doujin. And the doujin doujin became reality thanks to Gensokyo (lack of) common sense.

P.S.: Can't wait to see the reaction of the children when they get to the part where the big bad Mima becomes protag of the week and bullies: A gatekeeper, a girl who has nothing to do with the rest, Alice the Witch of Death, an Ice-manipulating girl and her best friend, a blade-wielding maid, and a powerful bat-winged being.

Charming and simple puzzle game- Wait those are my words too!

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Honestly pretty cool, reminds me of these Game-n-Watch type games!

Though I have things to say about the gameplay:
* Knowing when Seija can shoot would be good. Nowhere is it indicated she has 2 shots on cooldown.
* The Two-Lane Reflection ability is kinda confusing too. As reminder:
- Shift Z = Middle + Bottom
- Shift X = Middle + Top
- Shift C = Top + Bottom
This mapping and wording made very little sense to me at first.. It's just not quite intuitive to me (though I'd like to hear what other players say about it).
Why not put it this way: Shift reflects where the non-Shift version doesn't reflect? Like:
- Shift Z = All but Top
- Shift X = All but Middle
- Shift C = All but Bottom

Once I got somewhat used to the gameplay, the game seems a bit easy? Heh. That's fine I guess, the core concept is awesome. Doing reflections back to back without missing any needle feels so good!
Just make sure that Seija's shots do not blend in as much with the background. Even if it doesn't affect the gameplay, it'd be nice to see that your own shots hasn't vanished into thin air.

Marisa does a big oopsie and turns it into a banger game.
With... Battle Network movement and parrying?? Holy crap!

Amazing! It's like a Gensokyo-style Punch Out!!

Play Golden Wind during Meiling's 7-Page Mudas

Haven't gotten around to try version 1.1 but it's nice that you thought about the less skilled players.
Personally the platforming is pretty great, and the mechanics awesome.

Secretbanki is front-facing.

Sunny really taking a look at herself. Sunny is cute.

Extremely clever puzzles! Including the "jumpscare" puzzle, that's my favorite. (To people reading: there's no actual jumpscare but you'll know when you see it)

Now. How does this have anything to do with brain freezes?

It's been a long time coming but we finally have Maribel simulator!
The puzzles' introduction and escalation are really smooth!

So Merry's kinda like a chameleon then. Except instead of seeing multiple vision cones, it's planes of realities.

The Doremy part confused me a bit but overall it's fine.

Original Character sweep!

The story is amazing! Takes me back to my days of binge-reading Touhou fan comics, it totally has the vibe and  mysticality of my favorite doujins!

Also Reimu didn't break someone's kneecaps for this incident, what a rarity.

The game is simple yet oddly beautiful.

There may not be intricate art assets but the aesthetic is gorgeous to me. Moreover the uses of the colours and of the effects! I wish I had a Bad Apple!!-type reflection too.

I want to be haunted by a tiny angry ghost fairy. Where fairy?

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Pretty good for a Jam project! Deeper and deeper into the Earth we goo, hope we don't reach the other side of the planet~

Only truly relevant thing I have to say is that the HUD elements do obstruct the view of anything behind them. Making them transparent when an enemy or Yuuma is behind them should fix that.

I have some thoughts about the game balance:
- It's a pretty casual game, with no sense of urgency or escalation. That is fine.
- Though you can preemptively shoot fairies who are always in the oil spots which you know where they are.
- And you can tank damage and keep going with the oil you find right after, just fine.
- Maybe a motivator to encourage good gameplay would be to give the health bar a score multiplier function! Like, the less health you have, the less score you gain. 
- And maybe make fairies not shootable until unearthed (wow that sounds weird). It's possible to snipe fairies that are way offscreen below. Neat and bizarre but that's your call.

Overall I'm digging the concept! Carving the soil and finding the oil spots is such a joy, quite unexpectedly. Graphics really cute!

But why are there fairies *buried* inside the earth? And so many of them??

Mizuchi wishes she was that infamous.

- Can cheese by staying "inside the borders", the bullets despawn upon touching the borders quite oddly. But maybe that's on par for Seija. 
Also I find that it's not really ergonomical having WASD and Q/E used... Could have used Space key to attack, or make attacking a passive hitbox since attacking is just Seija's sprite touching the enemies.
- The gameplay quirks directly impact the balance of the game, especially the cheese. You're actually rewarded way more points for camping inside a border than trying to play.
Though I really like the idea of being proactive to eliminate enemies as fast as you can, lest you get surrounded and overwhelmed.

Art looks so silly I love it.
The sound of the bullets hitting the mirror, feels good.

"Shinmy come pick me up I'm scared."

Rather unchallenging, what with the controls overkitting and the extremely simple enemies.
By overkit I mean that I think the player has too many abilities, being given the ability to trivialize the sole stage of the game.
It would have been fine without the bullet time key, and the gohei having a (very!) damaging hitbox.
Either nerf the player, or make a stage that does "justify" these powerful abilities.

That said, the concept is really cool! The gameplay reminded me a lot of the Touhou fangame Azure Reflections (yeah that's the name I'm not kidding you) where you can turn around too and have an ability to melee through bullets.

Game looks mighty fine for a 3-day project. Props to the background artist, it's a magnificent dusk sky.

I just wish I knew why we're fighting ducks (quack), and what the story means... IS THAT AN EUROPEAN MEDIEVAL CASTLE??

Flandre stop breaking your toys! They've started running away from you!

RIP Akyuu and Flandre.

Marisa is such a shounen protag.

Touching story that hits home personally, though I'm sure it'll be the case for other readers.
Also the retellings of the danmaku patterns. I could see them as I read.
Good thing there was no Byakuren part because I will never recover from Byakuren denying my UFO Hard clear.

She never hit the corner...

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Finally I can play as the U*O Reverse Card!

The vibe is similar to Touhou 12.5: Fairy War, in that the concept is about using the enemy bullets against them. And that's pretty neat.
I almost didn't get to see the 3rd part of the game because it just stopped after the Letty fight, on my very first playthrough. The convo bugs are weird.

Good old Seija, doing what she does best.

P.S.: In the current build, I found myself wishing Seija's charging was a tad shorter, but the balance is surprisingly fine.

The SM64 parody is simply fantastic. What a fun experience.

Gameplay's a neat recreation of SM64. The map was decently fun to navigate with the controls!
The presentation of the stage has apparent care put into it - the toori gates, trees and cliff looking good! How about some textures to pretty it up?
The songs are also so fun to listen to. Hearing the iconic song with Touhou just blew my mind when I started the game. Ever thought of submitting these to Siivagunner and make the 2hu rip squad go crazy?

Rather great experience, but a bit clunky here and there.

- One of the main mechanics is that Patchouli can shoot at enemies while driving... If that's how it was meant to be (just like what the 1st weapon suggests), then the aiming DESPERATELY needs aim assist.
- Aiming feels tedious. Its surprisingly hard to hit anything while driving, even at close range. Maybe the inaccuracy gimmick and the combined movement of the motorcycle and of the enemies stack too much to be played that way.
The alternative being to stop to aim, which feels sloow. And considering the mechanics, I'm not sure if the game's made to be taken slow.
- Thus, I ended up leaving it all up to the Koakumas. (With my vain efforts to try assisting with the Water spell and not hitting anything yet again, somehow.)

The worldbuilding though sure is awesome and- ARE THESE MECHS?? Funny how this is the second game I see where Patchouli roams a post-apocalyptic world.

My favorite part is the *Elder Koa noises*


I really loved ALL the references in there! Made this fun game the funnest!

- This is amazing. Blend of danmaku capture and marketeering sim! Full of references. Loving how I could perfectly predict what was the best item 95% of the time! Reading what the customers say is super fun. Really makes you say "Aaah I getcha." Truly a real fanservice game for Touhou fans.
- The art style is pretty amazing and distinctly cardboardy. Lovely!
- Game's very accessible to casual players but still retains the fun factor for everyone. Gotta sqqqueeeeze those Market Sense grazes.

Also why volume so low?

Oh, Yui game!

Notes:

- Maybe Schoolgirl Yui should be given some restraints LOL. Infinite ZOOOOOMING
- In the current state, the game is extremely easy. Too much on the easy side.
- Sometimes Caped Yui's aiming is off when I switch to her... (As in, she'll shoot to the right of my cursor...)
- Somehow got into a situation where the shop's item list and talk texts overlap....

- Also what are these items even for?

- I can see the general vision, even if it's not fully implemented. Really liked the tag team aspect. I feel like it's not fully exploited but it's so cool!

By the way... is it Koshi or Jiro?

Doki doki waku waku, the game! I would never have dreamed of it!

Notes:
- I know Suika doesn't want us to skip her monologue, but it took too damn long. What's with this awkward long wait to her next lines too?
- Having to switch back and forth between keyboard and mouse controls... Kind of unergonomic. Unless your name is Yamame and can use your multiple limbs for both keyboard and mouse.
- enemies dropping items out of bounds when I spawnkill them... Unfortunate
- explosion markers, yadda yadda. Everyone below already said it

- Having your resources tied to Affection sure sounds like a neat idea! Made for an ingenious blend of SHmUP and dating sim (somehow)
- Convos chaotic and funny, laughed

Where did she get a shotgun-

Good enough for a first game! It's cute and the stage's appearence looks well researched. Love this style!

Just the idea of exploring and navigating the Underworld's mazy and uneven terrain is pretty inspiring.
I'll say it again, the style is cute, and I can see lots of care's brought to the stage's presentation! Love it!

Welcome to the Jam.

Note: Whenever Tenshi jumps, it feels floaty, committal, and slow almost to a fault, due to not having control over the jump height and having low gravity. It's fine in this game here since there's no sense of urgency, but that is something to have in mind if you'll be making other platformers.

It's neat but it's not fun. The Jam version at least.

- Cool base idea, very bold choices for a survival game.

- The base controls are pretty good.
But maybe the learning floor is too high to be enjoyable, especially for a 15 minutes-to-clear game.  Like, the game asks *a lot* from the player to try getting as far as wave 4.
-  There's very little room for errors to be made - there's so few margin that the experience doesn't go smoothly. The game is so unforgiving that the fun is sucked out of it.
   As for why it feels that way, my guess is: either the controls and mechanics make the player too helpless for the challenge OR the enemy waves are not suited enough for the available controls and mechanics.
 I guess you could try adding checkpoints instead, which wouldn't discourage the player to continue after a Round 3 game over - in that case leaving the gameplay as it is should be actually okay.

- The music being affected by Marisa's health is a really cool effect, especially how it illustrates hopelessness when Marisa's about to die. That, coupled with Marisa's limping speed and Patchouli not able to do anything do quite put the word "survival" in the spotlight, in a very neat way.

Here's gameplay where I managed to clear the game (Jam version). Hopefully it gives my fellows a way to see more of the game and rate it accordingly.

Rather fun and short, with a rather unique gameplay presentation. But it's full of tiny holes that'll need to be patched..

- The camera's awkward in screen transitions.
  The partners most often will be useless, due to how Marisa has the ability to just snipe everything that's offscreen, and most of all due to how close the partner has to be to act. Even when the partner shoots, their aiming system looks like it's drunk.

- That in turn affects the balance so hard. It's weird.
  Since Marisa can steamroll everything from afar, I don't think the bomb, or switching partners is even useful then.
  The bomb, quite oddly, is also less useful than just tanking a hit which gives some mercy invulnerability at the cost of less "Love".
  There's nothing wrong with power fantasy or more options but it's kinda easy to make the challenge boring as a result. Especially considering that the enemies and the boss are already easy to deal with in the first place, and that Love pickups are all over the place, which means that the game is a bit too forgiving...

- Though, the game as a proof of concept IS creative.
  Hmmm... Who knows what the gameplay mechanic implies...?

Really cool and sweet detective game.

The backgrounds and portraits are pretty cool. Even if the deductions are kind of easy, the writing and story are great. The deduction work and the drama threaded themselves so smoothly into eachother!

Turn out that Seija makes for a really good detective. Who would have known? Maybe she can be nicknamed the Contradicting Detective Amanojaku.

My favourite part was "Murasa, for the love of Buddha stop flooding the baths!"

You'll know when you reach the top.

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A chilling walk in the cemetery...

I love how Renko's main idea is to uh.
Date. And propose.
In a cemetery. IJBOL
Well sure, a meaningful place to them but still a cemetery. I was almost expecting one of them to get abducted and the other one to clad herself in armour and fight through an army of Ghouls and Ghosts. Twice.

So uh. Is that spirit photography, or is that a photobomb?
Also my favourite part is sympathizing with the garbage bin. We need more garbage bins in Touhou games. I love garbage bins.

Also if ghosts are game over, why friend-shaped? (That's how I game-overed within one minute)

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Note: the hitbox is the feet. Might not be obvious, but it was to me.
Note: press down to Interact. I found out by chance.

Short, challenging, and fun take on Ice Climbers.

- A challenge that's more for advanced players, but still accessible to everyone. The hardcore players can even play for a high score by destroying precious platforms, which is a charming way of playing (even if I won't do it).
 In that sense, I really like how the balance is made. It's kinda rare to see this kind of thing.

  Also the tile sets and sprites are honestly pretty solid! And getting to the third level which is *outside*... After being in caves so far, seeing the landscape and sky was such a beautiful moment, I was moved. It looks gorgeous.