¡Muchas gracias! También me hubiera gustado haber podido hacer más, solo que no tengo mucha experiencia con juegos de terror, así que me costó incluso pensar en una idea... pero si me gustaría terminarlo :D
illusorybread
Creator of
Recent community posts
A very intriguing and compelling reading. Every character had their own voice and I enjoyed learning about Reimu’s viewpoint. The presentation was pretty nice too (backgrounds, colors, choice of font). The music was good but I admit I also found it a bit distracting. I agree that the use of silence would have been a good choice. You could also consider using ambient sound effects. Picture the falling rain, or a ticking clock when you wake up in the SDM. The ending **SPOILERS** makes we wish ZUN would age the characters as the years pass. It's something I've thought about as well. ** END SPOILERS**
I’m happy that you made a game AngryCow! I hope to see more games from you and the team in future jams.
Lovely art and music, good writing, overall fun and chill. The setup was very cute and I liked the OCs, they fit Gensokoyo very well.
I was half-expecting the characters to show up in the dresses you made for them during the wedding, hehe.
Many months ago I thought of making a fashion game for the Pride Jam too. I didn’t do it in the end but I’m glad to see they made a comeback this jam.
This game’s mechanics and AI are pretty fun.
There are a lot of rules and concepts and I think it would be easier to grasp them if you let the board do the thinking, so to speak. I can picture having a bigger board, with enough space for cards that display the enemies' parts and skills (or even smaller cards that you stack on top of each other to represent an enemy's parts and their skills), or having tokens to represent accumulated wounds. Same with the player characters and their skills. I found myself referencing the rules a lot but it adds friction that could be reduced if possible.
The character and enemy designs are pretty neat.
I must say, unfortunately, that I had a lot of trouble understanding the rules, because there were many concepts and steps I did not understand. Medal’s video was helpful, but I could only play a few moves by myself because I was unsure how to proceed properly.
I have played Soku but I haven’t played many tabletop games. Here are the things I’d suggest adding:
-
Explaining the parts of the board and what each token means.
Explaining the terms used in the game: what is a card, a skill, what is spirit, cast time, recovering time, hitlag, cancel level, bullet, etc. The player can understand some concepts through context clues or by knowing about Soku or fighting games, but an explicit definition would be better for newcomers.
An improved game phase flow diagram (I feel like the flow is not complete, the “Timing adjustment (casttime)” step is missing the next step/arrow for example), and a better or more detailed explanation of the flow and phases in general.
A few step-by-step examples for each possible action, or at least the most common ones.
A card design with icons so it’s easier to remember what the numbers mean.
I also noticed that the rules used “slot” and “block” interchangeably, but it might be better to just use “slot”.
I understand it’s a demo and that possibly there wasn’t enough time to expand on all those parts. The game looks pretty complete mechanically speaking and it’s interesting to see a fighting game translated into a tabletop version.
Very cute game. I agree with Valonad that the menus could have a better layout and it would be useful to receive more feedback after selling a weapon. The news were helpful but something more immediate could have been nice too.
I got a bit lucky with my purchases and I was able to make the weapons that the characters required despite money being very tight. I was surprised that the events depended on the kinds of weapons that you sold, that was pretty neat. I was able to get the good ending first try!
Fun game, slick presentation, great art and music. Great choice of dungeon theme in particular.
As I mentioned in the server, I think it needs balancing, but frankly balancing an RPG for a jam is difficult, I understand.
I feel that the special skills cost too much for how little faith you can recover normally, and Sanae's move that recovers faith is not that useful most of the time. I feel the skills should cost only 25%. In addition , some items are pretty expensive. There's a way to recover faith and get free heals by fighting any enemy that deals zero damage to you and making use of those free turns, but I think that was not the intention... Something like a fountain or shrine midway through the dungeon that heals your HP/faith once would be pretty useful.
Finally, misfortune can sorta softlock you if you run out of money to heal yourself.
Now, two bugs. If you pick a move but don't pick a target, but rather escape, then you won't be able to act in the next battle until you reset the game. Also, you can heal your misfortune and end up with negative money; I'm not sure of the exact steps, but it happened after buying some items. I mention it as it seems you are planning an update.
Apologies for the long comment, I see a lot of potential in this game! I'm looking forward to the full version.
First-person Hifuu game! I've wanted something like this for a long time.
The atmosphere in this game is unmatched... The art for the graffiti is pretty nice, and the textures are quite good. Also, *SPOILERS* that was a good decision at the end, I feel a 3D model would have been too jarring *END SPOILERS*.
I'd appreciate some graphical options, the game was quite demanding for my laptop with integrated graphics.
The writing is fascinating, and it's interesting to see the roles reversed and have Merry chasing Renko instead.
The loop reminds me of a certain space game. If you approach the game knowing that you’ll have to play through it multiple times then that mechanic is fun. I think an in-game explanation for the loop would be nice (maybe Patchouli cast a last-minute spell?).
The art is very cute, the music is lovely, and the day-night cycle with ambient sounds (bird singing fading into insects and nocturnal birds) is pretty neat. I also had fun figuring out the multiple solutions for the puzzles.
After beating it I wanted to do a run using all items but got softlocked right at the end when I was going to pick up the last item (in the web version). It didn’t happen during normal play though, but I mention it just in case you plan to clean up more possible softlocks later on (edit: I don't think the softlock was related to picking up all items, but rather to trying to swap items / pick an item too quickly)
Woo, OC with naginata, nice. Not being able to die to the yin-yang orb is a good thing; after playing several of the Touhou 1-likes this jam I have concluded that having the yin-yang orb kill you is not my favorite design decision… heh.
I think the controls could be more responsive, it felt like sometimes my key presses didn’t trigger.
Nice detail with the credits and as always it's nice to see jam games available in multiple languages.
Fun photo game. I found VIVIT-1 the most challenging, but in a good way. I like how the game rewarded more aggressive play.
I feel that the unfocused speed was too fast, is that normal for Seihou?
Extra points for working with low level libraries, and you definitely nailed that 2000s look in the art, 3D models, and UI. The music is nice too.
I think the concept is great and unique, but naturally it's difficult to learn how to write Morse Code so quickly, heh. After reading the comments, adjusting the timings, and trying again more patiently I was able to do much better than the first time.
Personally I'd like to be able to see the timings on-screen; I think you could use a progress bar that fills as you hold the T key, and it could have markings to show you where the dits and dahs start or end. It's something that might help a first-time player while they get a feel for writing in Morse code. I think there could also be audible feedback after the word timing elapses so you know you can input the next word (in case you are distracted looking elsewhere at the screen). But frankly I don't know if any of that goes against the spirit of Morse Code, heh.
Sometimes the guards can reach the top of the screen and their code goes beyond the screen.
Lastly, I think the catalogue could have a transparency slider so that you can still watch the part of the game area that it covers while it’s open.
The sprites are pretty cute and the music is nice. I'd love to see the content you plan to add.
Posting a comment to get the ball rolling. While I did most of the art for the game, I didn't actually play it until the jam ended, lol. It may look difficult, but combat is automatic, so just make sure you defeat enough enemies in each floor before moving on so that you can level up and get good stats. Also watch out for the moon phases; a full moon makes enemies stronger.
My thanks to all team members, it was fun working together.
This game looks really intriguing, I hope you work on an update! I was also looking forward for someone to make a DS-style interface in this jam, so kudos for that. Do consider making a mobile version (or mobile-friendly HTML5 version), I think it would work quite well.
The presentation looks pretty nice so far, and the characters look very pretty. Animations, even! That Akyuu is so cute.
If anything, I like the cute aesthetic. The difficulty could increase over time until it gets to a point where it becomes very challenging. I think it's fine if a game like this eventually "forces" the player to lose, like an old arcade game, so it's more rewarding to see how far you can get.
My favorite detail is the small scaling animation used on the sprites; it makes them more lively, even if the sprites themselves are not animated.
Wow, it’s been years since I last played Cave Story. As always I really enjoyed your writing.
This reminded me of all that time I spent as a teen making custom maps in Age of Empires and later Warcraft 3. I still have a notebook with some of my ideas for a custom WC3 campaign, dated April 2012. The implications of a single spell (Doom) made my mind go wild.
I had ambitious ideas that never got anywhere, but if I had to say where I started, it would be there. I learned my if-elses in that game... How far we have gone, eh? Congratulations on your upcoming Steam release.
Entertaining game. It could definitely benefit from some more feedback: some sound effect when you pick up or swap weapons, an animation or a progress bar while you reload, and a hit effect when enemies or the player gets hit. But once you understand those little details it's easy to play. Nice work. Now I want a burger.
Pretty difficult! I managed to make to the big area with all fairies, but having to go all the way back after you die is a little frustrating. If it had a couple of checkpoints it would be more manageable, though at least enemies don't respawn.
I like Medicine's limited action set. I feel it would be better if they were more spammable, but they force you to be creative with how you approach enemies. Pressing O + P at the same time makes for a good directed shot, for example.