Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Jo3y49

6
Posts
4
Followers
A member registered May 28, 2023 · View creator page →

Creator of

Recent community posts

Love the animations, they give the characters some personality. The dialogue with that npc is also helpful to give the player direction on what they need to do.

I like the idea of enemies being unable to attack after taking a certain amount of damage, but eventually I think they should be able to attack again. They feel like a dead enemy that you have to spend a turn hitting again. If they recovered and started attacking again if you dont finish them off fast enough, that could add some strategy. 

The combat also feels very slow, especially when waiting for the enemies. Something like letting the next character start their turn while the previous character is moving back to their starting spot could help with that, or just speeding up their movement when they run over to another character and back.

Overall it was good, and would be lots of fun with some polish.

The gameplay was a lot of fun in this one! Dashing and blasting with a shotgun will always be a good time. I also liked the way the wave 10 boss was designed, it was a fun enemy to deal with.

The screen flashing when picking up stuff sometimes make me think I got hit and confuses me, and I think it may be better for that to just be an audio cue. I also think the spell card weapon is a little underwhelming, and it would be nice if the bullets shot a little faster to really make it feel like you are at max power.

Overall, I had a good time playing it and would like to see a more complete version someday! The highest wave I got to was 16.

Every character was very well-written and likeable, and you did a great job finding a strong way to connect two characters that most people wouldn't even consider putting together. I also enjoyed the unique art style quite a bit. All of the writing, art, and music blended together perfectly. I enjoyed it from start to finish, and I never would've guessed this was made in only two weeks.

Playing a game made entirely in C is interesting. It reminds me of when I had to make a text adventure game in assembly for one of my classes. Making this kind of game can be a pain, especially when the player has to type in very specific things.

I cheated and look at the source code to find out who the character was, and then realized I could've just asked her who she was. I like the concept of having to guess what character it is based on given information, it is a fun test of Touhou knowledge for the Touhou-themed jam, and getting punished for guessing wrong is pretty fun. I think a line saying something like "maybe i should ask her some questions" would be helpful, since it didn't cross my mind that I could've asked her more questions and I missed out on all the hints, causing me to cheat like some scoundrel.

Thanks for the thoughtful response! Unfortunately this game was overscoped and we had to meet the bare minimum with some stuff, but I think it came out alright considering the time constraints we faced. Feedback when hitting enemies would definitely be helpful and it should have been a much higher priority when I look back at it. I did learn a lot whlie making it, and my next game will be a lot better. Thanks again for the advice and encouragement!

I liked the idea of 3 short stories with their own unique minigames and storywriters. It fits well with the chaotic theme in a way. I had a lot of fun with Ichi and did some free play for a while. I did run into some bugs, but they were pretty rare and it's unlikely people would notice them if they didn't spend a bunch of time in free play like I did. Overall it was a relaxing and enjoyable experience.

Also I love Ichirin's facial expressions.