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Luyuu

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A member registered Jun 14, 2022 · View creator page →

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Really cool game. The point-and-click puzzles were really simple, but honestly anything more complicated would probably have distracted from the story too much. It's weird though, unless I'm missing something, there were like two items that had no use. Are there multiple endings here?

I really love the art style and the way it changes in different points of the game, and the music was freakin awesome. FLIGHT RESPONSE and eternally grieving were my favorite tracks, the former for its weirdness and the latter for its otherworldly beauty. Good job toooooooo sewagechrysalis! Gosh it's nice to have music rooms with credits on each track. All the other music was great as well, those two tracks just stood out.

The story's plot and themes were great-- I'd say more, but it's getting late and I might need to reread parts of it to fully comprehend what it's all about. The moment-to-moment writing was pretty solid as well, going between quirky and heartfelt pretty smoothly. Though, some of the writing felt a little weird to me, and I don't know how to describe it besides "it didn't feel Touhou-like enough." Like, there's a lot of cussing here, and it pretty much always feels really goofy to see that in a Touhou story. That, plus a few moments like the Harry Potter (?) reference and Alice's 'I used to have really bad panic attacks, but now I take specialized medication, and it's not so bad now' line, makes the characters feel more like present-day outside-worlders than 2010 Gensokyo residents-- this stuff is fine in more comedic stories, but this game takes itself really seriously, so stuff like that kinda takes me out of the experience.

Oh also, without spoilerz, what a great ending. The last two minutes alone bumped my overall rating from 4 to 5 stars. Oh also, shoutouts to "a cup to a god, an ocean to an ant"-- it's not important to the story, but I love that line so much. Oh also that Eyes in the Dark piano song was great n unexpected, I really liked that. Also even though I don't like MariAli very much, the way their relationship was handled here didn't feel like it totally butchered Alice's character, which is extremely rare in my experience. Oh also I love the faces here, very subtly expressive. oh also i like trumpet and gamebird and funni banter about puppetshows and ooooooh gosh it's time for bed

In short, it's like Celeste in the non-gameplay ways-- ha ha you thought i was gonna say omori but jokes on you i havent played it!! the dialogue and character portraits give me celeste vibes and it's like 3 am so thats the only comparison i can think of right now sorryyy

Pretty cute game. It does feel unpolished, but that's understandable-- seems like you're trying to do a lot with the mechanics. The character switching with the hearts is still a little confusing to me. The game has quite a charming vibe-- reminds me of Super C and Zelda 1. The boss dialogue was pretty fun, and the music was pretty nice. But yeah, like euniworm said, it feels like there's no reason to kill enemies when you can just dash right past them and beat the game super quick-- they're generally just not dangerous enough, I think.

In short, it's like a big sloppy kiss-- good in an indulgent way, lacking in elegance, but that doesn't matter too much. Yeah wow great simile there mhmm

Very cute style-- I love the way everything looks. There's not much in the way of gameplay, but I'd honestly be cool with just running around a more varied arts-and-crafts world, exploring and taking in the vibes. Cute endscreen, as well. Though there isn't much game here, I'd honestly love to see more of this style.

In short, it's like a very good early sketch of a drawing-- you can see a lot of creativity and skill here, but the drawing itself has to be fleshed out a bit more before it can really shine.

I feel like I'm cheating by standing in place and basically touching the fairies but somehow not getting hit, yet it seems to be the only way to reasonably beat this game. Art is cute, gameplay is fun in a simple way. The game does feel a little lifeless-- like kasha.dev said, I think simple sound effects would've helped a lot with the overall feel. That said, I enjoyed my time with it.

In short, it's like vanilla ice cream-- simple and familiar, but also rather plain.

Pretty fun game. I never got very good at controlling the multiple characters at once, especially since switching control to one of the dolls to use their spells felt pretty unreliable, but I can see it being really cool if you're used to controls like this. It's impressive that you got a decent-looking 3d game with 3 simultaneous playables at all.

The patterns were pretty interesting, with each boss having one pretty cool standout pattern. I loved Reimu's bouncyball spell, for how it takes advantage of the 3dness, but also gosh it did a lot of damage. In general, it's super easy to get hit by like 10 things in a row and lose half your health over the course of less than 2 seconds. I guess that's not objectively bad, just a little frustrating. The same can be said about how much of a challenge it can be to actually hit the boss-- sometimes it's fun to be forced to take risks, and sometimes a pattern takes way longer than it feels like it's supposed to.

Also, thanks for being mean to me for playing easymode. Got me to toughen up and finally learn how to actually use the controls enough to beat Normal.

In short, it's like a MOBA, but without the things I dislike about MOBAs-- cool birds-eye-view 3d look, nice n unique patterns, and a pretty interesting control scheme that forces you to use it to the fullest.

EXTREMELY cute and fun game. Apologies for the relative lack of words, I'm not fully sure what else to say.

Awesome dialoguewriting here. Even with my lack of familiarity with these characters, I really appreciate how they're characterized-- I still got what they were all about, even with the story being (seemingly) so integrated with canon storylines. The scene in the forest was probably my favorite part.

Extremely kyute animations of the sprites. There's like, 10 times more of these than I expected, and they all accent scenes really well. I'd have liked funni cartoony sound effects to go with alot of them, but you know, 2 weeks.

In short, it's like a chocolate chip ice cream cone-- just, such a sweet treat, in a way where you wanna savor it.

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Gosh, I musta spent 3 hours trying to beat this. I got "Ending 1", which I presume is the Bad Ending or something, but I don't feel like playing through the whole game a third time to get another ending.

Pretty much everything about this game is great. Awesome text scrolling across the screen, awesome voice acting, awesome Paper Mario thingy with Marisa, awesome mechanic where your HP and MP and movement speed are all one bar. It's great. But also, 80% of my time playing this was pure suffering.

As you know, the enemies showing up from offscreen and immediately shooting at you (or swarming you in the case of the eye thingies) make the game harder, but in a way that isn't very fun. With that and the way the mechanics are mostly unexplained, the game is very heavy with trial and error. Pretty much every wave of enemies past round 2 is only surmountable by failing at it and then memorizing it & thinking up a specific "trick" to beating it. Reminds me of Ninja Gaiden for NES. Whether that's a compliment or its opposite is to your discretion. Beating it felt nice at least. Genuinely though, I do quite like games like this, that feel like insurmountable brick walls. It's amazing to beat a game that, just a moment ago, was so unforgiving that you genuinely didn't know if you'd ever beat it. If I weren't caught up with beating this game as quickly as possible so I could rate everything, I think I'd have a lot more fun with its "unfair" difficulty.

And this may not be super important to ya, but I found it funny. During the final phase of the final boss, I was holding Patche, and wanted to use the Spark on the boss. But I accidentally rightclicked like 5 frames before leftclicking, and threw Patche at the final boss instead. Throwing Patche did an insane amount of damage, and basically instantly defeated the boss. But... she only had 1 HP when I did it. So the final boss's defeat cutscene played, and then as soon as it ended, Patche died and I Gameover'd before the End screen showed up. And of course, that obviously doesn't count at beating the game, so I played through the whole game again, and did the exact same thing right at the end, but this time Patche had like 4 HP, so I didn't gameover and got to see the end screen. This kind of "Gameovering while the final boss is exploding" thing has happened to me like, 7 times across different Touhou games, so I gotta thank ya for adding another instance of it to my collection.

In short, it's like Embodiment of Scarlet Devil-- extremely charming presentation and solid gameplay design overall, but it's pretty unforgiving and abrasive in its difficulty, to the point of only feeling rewarding to play if I'm in a very specific mood.

Cute read. Got like 6 different endings-- dunno if that's all of them, but either way that's enough for me. I quite like the Marisa headcanons ya bring up, as well as how the reader can choose the backstory. Marisa can have a wildly different internal journey depending on your choices, while still fitting in with what we know about canon Marisa pretty well, and that's appreciated. I do think the structure feels a bit too much like a checklist of semi-chronological topics, rather than a natural memoir, and it'd be nice if later chapters (other than the ending, of course) changed depending on your earlier choices. There's quite a few typos and grammatical errors, but eh, I don't mind it all that much.

In short, it's like a daily diary entry-- unconcerned with flowery flourishes, and charmingly honest.

Byoutiful gayme. Top ten artistings of all tiem. Koolio writingz. Doremy mechanic is genuinely quite cool. I kinda think a few more platforming challengy stuff would've been cool to add, even if there wasn't time for a bossfight. I was genuinely having fun with the platforming before the game just kinda ended. And... uh, yeah, that's probably it. It's pretty funny. Nice ending.

In short, it's like a dream-- it doesn't make sense, it doesn't try to, and it ends abruptly, before you can really take it all in.

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Short, simple, awesome. Played through three times cuz I liked it so much. Got a 1:46:33. The controls are well-functioning and responsive, though the dash travels a bit far for my tastes. Might sound silly, but I really love when your main attack has a big delay in a game like this. It feels pretty satisfying to line up the timing of your attack so it hits the enemy while they're moving. The fight is the perfect difficulty for me, too, and quick enough to be super replayable.

I love the artstyle as well. It's such a particular and nostalgic anime-like thing, really charming. The ending's very cute, too. And the fight music is amazing, a dynamic and genuinely beautiful PC98 style track. It's my favorite piece of music I've heard in the jam so far, by a long shot. Honestly, is there any way I could get a download of the song?

In short, it's like a dance-- an emotionally-charged whirl of magic wind that keeps you on your toes the whole way through, given so much depth and meaning with a wonderful song. Also, it has the word dance in the title.

Bad Dudes reference detected. Yeah of course I'm playing this game now.

Frick, I love how this game plays. The controls are super clever, even if my aptitude with it is pretty bad. It's such a cool gimmick, one that could've easily been super ignorable if not handled well, but the level design does a great job of forcing you to use all 3 Hecklers separately and simultaneously, rather than letting you steamroll everything by bunching them all together. I love the little optional paths, too. The enemy designs are also pretty clever, with each of them having just the right amount of health, I think. Judging from the readme, a ton of the game's sprites are royalty-free online stuff, but gosh, the stuff that's definitely original is great enough that I'll still give this a high visuals score. Music's great at well, really nice retro sound. The whole game really feels like one of those experimental third-party Genesis joints, in a good way.

The only real complaint I have is that it seems pretty easy to make one mistake, then get sorta combo'd to death by enemies if you can't regain control of your Trihecta. Maybe that's a skill issue on my part. Also Hisami is pretty easy in all 3 fights, at least if you have a couple bombs stocked up, but you know what, that might be a good thing-- I would not wanna get killed at the very end and have to start the whole thing over. Oh, and I didn't really understand what the Spell Level was for. Like, maybe for fire attack it increased damage, but for healing and mysteriousness I didn't notice the level making a difference on the spell's effectiveness.

In short, it's like... Bad Dudes. Yeah, that's what I'm goin with.  Bad Dudes if you controlled 3 orb-had ladies from a birds-eye view and you shot projectiles and it was on Genesis and had really good level design. Yep. Definitely an apt comparison.

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Woah, this has some crazy production value. Like, where do I start?

There's so many CGs here! They're all well-drawn, and do a great job of accenting the scenes they show up on. Really, I love how most of them do a "show don't tell" job, rather than them just like visually showing something the narration is describing. The regular sprite art is great too. And also, zamn, full voice acting ain't something I'd expect out of a jam game. They were all really fun to listen to, and even though it ain't perfect all the time, the more awkward linereads and such were more charming than anything. I think Sumireko and Mystia are my favorites to listen to. Just so goofy and fun. Haru does a great job as well. The minigames are really nice-- pretty impressive that ya got so much going on here, and they're all really responsive and fun for what they are. I think whack-a-fumo was my favorite, just cuz of silly twitchy-gamer brain.

SPOILERY STORY TALK

Sumireko's story was pretty cute. I quite like storylines that kinda bridge the gap between Gensokyo and the Outside World, even if only a little. Haru's story was nice and had a pretty cool way of integrating magicstuff, but the blushy kiss at the end kinda felt kinda weird to me, both because I'm not a huge fan of the "thank you for helping me out *gives you a little kiss as a  reward*" trope thingy, and cuz I kinda assumed she was like, 11. I mean Touhou ages are nebulous as all hell, and the story doesn't dwell on that moment too hard, so I don't care that much. And though I quite liked Seiran's story, I think the tearful monologue towards the end may have went on for a couple lines too long. That little bait-and-switch ending was neat, though.

While I find the "Use of LGBTQ+ themes" here to be pretty on-the-nose and unsubtle, that's not a bad thing. If anything, it's pretty refreshing to have such a variety of stories where everyone's nice and ends up happy by the end.

Maybe I missed something, but what's with Koishi appearing right at the end and doing the kissykiss? Either I missed something really important early on or that whole thing should've had a bit more foreshadowing. Also, I'm not sure if the New Game Plus type feature gives you extra content-- I'd assume it does, but I went through the game a second time with the new items and nothing new happened, it seemed.

SPOILERY END

Apologies if my feedback is poor, or sounds overly harsh-- there's a lot more I could say, but it might require a second read-through, and it's a bit late for me. I quite liked this game, though.

In short, it's like a summer festival-- lovingly put together, full of variety, colour, and warmth, all combined to sweep you off your feet and let you forget your troubles for a little while.

The game is definitely a nice effort. The art is cute, and the simple controls do the job. Only real issue I have until the boss is that the background is a bit too bright, and it makes the spikes extremely hard to see.

I only attempted like 3 times, but I'm pretty confident that the floating boss is impossible, unless there's some hyper-specific speedrunner kind of trick to beating it. It being so fast almost seems like an accident.

In short, (like iceing11 said) it's like one of those early 2000s flash games that you play as a little kid-- cute and fun at first, but soon becomes extremely difficult, and that's kind of a shame.

Kind of an enigmatic game, I think. I played up until the like, 50,000 points, or probably like 20-30 rooms.

I quite like that the characters are all OCs. It's cute, and makes me wanna see more of them. The witch (who is called Koishi in the screenshot?) has a nice design, and I was looking foreward to unlocking more dialogue for her... but it seems like there's only that one set of conversation topics, which was disappointing. Really, I was a little sad that the game seemingly has no ending-- would like to see at least some conclusion, even if it was just a 5-line cutscene after 20 rooms or something.

I really liked the switching of characters as a concept, but each round is pretty short, and the fact that your health refills each round makes the separate healthbars feel kinda moot . Fun music, but the sound your projectile makes kinda hurts my ears-- it's actually half the reason I played as dashing Yui almost the whole time. The second one being that the fairies' projectiles are REALLY fast, which makes playing as projectile Yui pretty hard when they're around. The fairies showing up presence could be a good way to incentivize you to switch to dashing Yui, then back to projectile Yui once they're taken care of... but dashing Yui is so overpowered that you can just switch to her and spam leftclick and win within seconds, not having to worry about anything.

There doesn't seem to be a readme or any tutorials or descriptions of the shop items, so I have no idea what they do. After the 5th room or so, I just stopped buying them, since they seemed to do nothing. Maybe I'll give it another spin if there's an update with a readme, or tutorial, or some other kind of explanation.

In short, it was like the house of a mysterious witch who isn't home-- fun to explore for a bit, and I can see there's potential to see and experience really interesting stuff here, but it mostly gives me the feeling that I'm really missing something.

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yo

Fun game mate innit yo. Forkin simple n nice gameplayin (but the bullet hitboxes seem kinda big yo) yo. Gameplayart reminds me of an oldass flash game in a good way yo. Love to hear goofyass ZUNpet musics.

Radass writing yo. Almost too frackin grody for my tastin yo, but ey yo it's kinda noice compared to a game with boring dialogue innit. My favorite line is "go to komachi" innit mate. Bloody ell, I love that shiznit yo.  Played on Lunatick first, then tried again at Medium, cuz the upgrades seemed too expensive on Lunatic yo. But shittin blimey dawg, guess the upgrades ain't all that importantlike, seein as Suiker takes em away at the end yo. Like I could barely use em before game was donezo, n that almost makes ya wonder why they're even there innit mate.

In short, it's like a zombie pizza-- crusty as hell, and it knows it, and sometimes it's healthy to have a bit of that in your life.

yo

Really cool game, especially for a solo effort. I love the aesthetic and the mechanics here, and most of the guns feel good to use. There's some things about it that I'm not a huge fan of, but they're all super minor things, as the core gameplay and enemy types are great.

 It's a bit easy to get hit by 15 bullets in quick succession, going from full health to almost dead and with only the pistol in less than a second. And I'd like if the losing-weapons-when-you-take-too-much-damage mechanic was more lenient, since it's almost impossible to survive when you have only the pistol in any wave past like, wave 4. For the weapons themselves, I think the chaingun has too little ammo before it has to reload-- I'd honestly rather it have twice as much ammo and take twice as long to reload or something-- and if an enemy is close to you while you use the 4th weapon, the explosion from your weapon can block you from seeing incoming bullets for a sec, which is kinda scary. Super shotgun is awesome.

But either way, this game is really fun. I couldn't get past wave 7, but it seems like I've seen most of the content? Looking forward to seeing more of this.

This story's really interesting, and I'm excited to see where you go from here. The way the story is written feels like a fairy tale, and I really like that about it. Also, do you plan on having multiple "cases", or just the Moriya Shrine crew storyline? I think having several storylines for this idea would be cool.

I like the background and portraits, including the ones for Kanako and Suwako. To be totally honest, if you do a full-game version of this I'd prefer if Kanako and Suwako looked like that, just more detailed. The fact that these characters are literally portrayed as the animals they're themed around is really cute, and adds to the whimsical fable vibe.

Like MedalHunter said, it just sorta ends without anything getting resolved. Kinda sad, but I'll be there for the continuation if it ever comes out.

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Funny game. I liked the Purple boss's barrier attack and such. I think having to press Spacebar to shoot is kinda silly when your shots are aimed with the arrow keys. It's easier to just have pressing the arrow key shoot in the direction you wanna go in than have to hold Spacebar all the time. Raymoo's movement speed could be faster as well, and I still don't understand what Flanders is supposed to do. Also, are you supposed to beat the boss or does it just time out? I couldn't tell if I was hitting her. The art is cute, and the music hurts my ears in the best way possible.

The Reimumania is powerful yet dangerous-- handle it with care, 'lest it tear you apart from the inside. Keep on training, so you may someday learn to harness this gift.

Fun game, and rad for being made by one person. Straightforward but good controls & mechanics, though I wish the secondary attacks did more damage. You get showered in ammo for them, but they feel ineffectual. I like the enemy types and patterns, with most of Yuugi's being pretty fun to dodge. Seeing the title animation with all intrigued me with all its different environments, and I'm looking forward to seeing those in the full game.

Cool game. Controls felt nice, though the dash is a bit unwieldy. The patterns were rad and I quite liked the way dashing worked with them. The story is pretty funny, and I liked Cirno's gratuitous cussing-- it's weirdly in-character for her, I think. My only real issue was how short it was. Pretty cute for what it is.

Fun danmakugame. I really like the magnetize concept with the switching, and timeslow is a good replacement for bombs. The use of Faint Dream makes me very happy. Nice patterns as well, though they do feel a bit samey-- and it's a bit sad how small the lazers in the "master spark" spells are. The story is real short without much theme usage, and the lack of original art is a bit sad, but besides that this game's pretty cool.

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Amazing pixel art, epic music, awesome movement. I really liked being called a menace to society. Everything feels great to do, and every minute of playing I forget this is even a jam game.

Level design feels nonlinear, but I'm not sure if it actually is? It seems like there's multiple paths, but there might only be one path you're "supposed" to go on. On my first attempt I died in some kinda castle area, and had to go all the way back. On my 2nd attempt I went a different route and found a door that was clipping into the floor, and it took me straight to the boss. Did I enter a dev shortcut?

The camera seems... not exactly zoomed in, but like it moves in a way that makes it feel really zoomed-in, and it results in a lot of somewhat blind jumps. I wish there were checkpoints and Nue did damage when you sent her foreward.

Really cool game though. The art really carries it, and the gameplay is super smooth.

Rad danmakugame. The sprites have a lot of polish and there's quite a few of them, given the timeframe. Kinda awesome that you added two more character sprites for one spell. The music was rad and the patterns were really-well done, with enough of them present to feel like a pretty substantial game. The final bosses' patterns were by far the best ones, but each boss had their own cool gimmick, and I appreciated how they all moved in interesting ways for at least one pattern. I liked the dialogue, though parts of it felt a bit too cheesy-- it's hard to explain and a bit rich coming from someone with my tastes in stories, sorry.

Like the previous commenter said, the lack of background changes between stages/nonspell portions was pretty noticeable. Even just a color change to the same background can go a long way. But at the same time, there's not really any location changes, so it's fine. Besides that, I kinda wish you had a slightly longer invincibility time after getting hit or switching characters, considering theres no bombs. Also, I think the visible player hitbox is too small. It's more accurate to the actual size of the hitbox than what the official games do, but even without the window being small I think I'd have to squint to see it, and at that point it's no help at all. Maybe making the player character's sprite smaller would solve it too. And one last thing, the characters seem to be paired up mainly because they come from the same game a couple stages apart, and while that's neat I'd have liked to see something a bit more out-there.

Okay sorry, this review might sound negative for all that flaw-listing, but keep in mind these are real minor nitpicks. The core game here is really good, and I admire how you were able to put so much danmaku in here.

"What do you think?"

Love is formed in selfishness, and the act of loving is sacrifice. Each given sacrifice may be worth it, maybe not. But without taking a risk like that, we're left with little to gain. Love is, in this framework, a matter of if the sacrifices are worth it. I believe, yes, they are. A love without sacrifice is indulgence. Yet, "love is sacrifice" isn't quite complete in my eyes. Love with only sacrifice isn't a risk, but a burden. There must be a push and pull of indulgence and duty. Days when you can just lay in the sun, and days full of exhausting work. Lie down for you whole life, and those who love you will have far too large a weight to carry to keep that love. Do nothing but work your whole life, and sooner or later you will snap, unable to keep loving indefinitely. I find the former to be detestable, and the latter (virtuous as it is at face value) tragic when necessary and shortsighted when not. Love is living between a state of giving and receiving, and... my ideal kind of love is both at once. Where the feeling that comes from giving-- the feeling that your love is making a difference, enriching those you love-- is its own reward; and, of course, everyone involved has to be giving & nurturing. No love can be like that ideal all the time, for we all have selfishness and limits. But when it does happen, it's wonderful. And what little I've seen of that wonder leads me to believe that love is ultimately good, and worth the hardships that will always come with it.

"Are you still searching for something?"

Yeah. Real uh... real bad. I'm kinda lonely. Sorry. Aha, this ain't phrased so well anymore huh... I uh... don't have the time or energy to get into it right now. Ha ha, that's a facade ain't it? I'm just too uncomfortable with telling you this. And I also wanna be done with this game. Is that okay? I don't know if that's okay. I'm scared to love. Or maybe just prone to complacency with my current situation. Love is hard, and I'm pretty lazy. Dunno, maybe a day will come when I start loving full-time. Love hurts, but not loving hurts in a different way.

"Congratulations!"

no u

Text maker here. Thanks for reading, and I'm glad you liked it!

I kinda wish there was more about Kana and Kotohime's time together. Months of interactions get skipped over, but maybe their friendship is cute enough to warrant a couple more scenes depicting it.

Yeah, you're right on the suddenness of Latter Part's ending. Sorry Keine got so sidelined there. I had contemplated having another scene or two involving Keine, exploring her relationship with Mokou and leading in to the final scene a little better. But there was basically no chance we were going to get a sprite for Keine in time, and I wasn't very confident in writing her as a character. It's the same deal with Reisen, though at least we could reuse a (beautiful) sprite from another project for her-- Keine had no such luck.

The bullet hell section was going to become a selectable option in the menu, but we ran out of time. Maybe we'll add one in an update.

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Thanks for reading, and for the positive & negative feedback. It's much appreciated.

Yeah, I wish we did more with Reisen. There were three things holding me back from having her be a main main character. First, I knew from the start that we probably weren't gonna get decent art for her in time, and I didn't want to give her tons of emotional stuff when she looks like a cardboard cutout. Second, it seems she gets a lot of characterization and development in 14.5 thru 15.5, and I haven't played any of those games, so I'm not very confident in writing her. And third, as you guessed, Kotohime's perspective-- she's not present in the moments where Kana and Reisen's relationship develops, so all she sees is that years passed and now they're all sweetey-lovey. Still, I agree that it's a crime Reisen gets sidelined so hard here.

For the epilogue...

ROT13:

Lbh'er abg ernyyl "zvffvat pyhrf" be nalguvat yvxr gung. Gur rcvybthr vf fhccbfrq gb yrnir lbh jvgu zber dhrfgvbaf guna lbh fgnegrq jvgu, naq jung npghnyyl unccraf vf hc gb lbhe bja crefbany vagrecergngvba.

Bar guvat V jvyy fnl: Lbh'er evtug nobhg gur ybaryvarff gurzr. Xbgbuvzr vf fbegn qrirybcrq ivpnevbhfyl guebhtu gur bgure punenpgref. Xnan'f frnepu sbe n ybivat ubzr, Ervfra'f vfbyngvba sebz gur bgure zbba enoovgf (juvpu fnqyl qbrf abg trg rkcyberq urer), Xnthln'f frys-vasyvpgrq frpyhfvba, naq Zbxbh'f eryhpgnapr gb yrg tb bs n tehqtr gung ab ybatre unf gb thvqr ure npgvbaf. Nyy bs gurfr gebhoyrf ner ersyrpgrq va Xbgbuvzr va gur Rcvybthr.

Gubhtu, gb zr, Xbgbuvzr orvat n cevaprff jvgu birecebgrpgvir cneragf vfa'g rknpgyl n jvfu fur unf. Zber yvxr n jnl gb uvqr ure ybaryvarff va cynva fvtug. Sebz gur jnl fur gnyxf nobhg ure cneragf, nyy gurl frrz gb qb vf xrrc ure sebz vagrenpgvat jvgu gur bhgfvqr jbeyq. Yvxr Xnan fnlf, gurl'er gur "zbafgre va ure pybfrg. Fbzrguvat gb cebwrpg nyy gur srne naq fnqarff bagb."

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Really cool game. The writing is fantastic, and there's so much of it! Everyone's all distinct, the plots are varied and interesting in their own way, and the nonverbal choice system is just awesome. Shoutouts to the way Cirno speaks, it's so goshdang cartoony. I have no idea how her "accent" would actually sound, but through text alone she's got tons of bombastic energy.

Music-- yay! It's tami, and wow, I could barely recognize her stuff. This soundtrack felt incredibly different from the work she did for the Kotohime games. A lot bouncier and more cartoony. Though, maybe you could've done a slower track or two, or placed them differently? Some songs seem oddly upbeat during serious moments. Don't worry though, it's still a 5/5 to me.

Great sprites, and there's a lot of them. Fun backgrounds, too. But one kinda distracting thing is that the expressions seem very off in places. Characters are often crying when a more subdued emotion would work better, and some faces look just plain unfitting for the dialogue. And nobody's getting (physically) hurt here, so what's with the bandages? It's quite a nitpicky complaint, but I think facial expressions are really important for more subtle characterization and development in a VN-- a picture tells a thousand words, and all.

I was only able to get Ichirin's good ending on my first go, but then I went back and got Aya's and Wriggle's good endings as well, as the correct choices seemed obvious in retrospect. I still don't know which choice branches in the Prismrivers' story get you the good ending, let alone what the right options are... and I think that's kinda cool. In general, I really like how the choices are made, as well as what effects each choice has.

Though, I have a question about Wriggle's route. ROT13: Cnegjnl guebhtu Jevttyr'f ebgr, Pveab nfxf "V qvqa'g qb abguva' jebat, qvq V?" be fbzrguvat gb gung rssrpg. Naq, ba zl vavgvny cynlguebhtu, V jvfurq gb cvpx "Sbetvirarff" ohg qvqa'g, fvzcyl orpnhfr "V sbetvir lbh" naq "lbh qvq abguvat jebat" ner irel qvssrerag fragvzragf. V flzcnguvmrq jvgu Pveab'f zbgvingvba, rira vs ure rkrphgvba jnf xvaqn ohttrerq-- ohg gung xvaq bs ahnapr vfa'g ernyyl cerfrag jura nfxrq "V qvqa'g qb abguva'jebat, qvq V?", naq V gubhtug vs V rssrpgviryl fnvq "lrf" gb gung, fur'q frr vg nf na rkphfr gb qb vg nyy gur rknpg fnzr oyhag jnl bire naq bire ntnva. Vs fur unq nfxrq fbzrguvat gb gur rssrpg bs "Qb ln ng yrnfg trg jurer V'z pbzva' sebz?" be "Jung V qvq jnfa'g GUNG onq, evtug?" V cebonoyl jbhyq'ir cvpxrq "sbetvirarff". Jnf guvf fyvtug qvfpercnapl vagragvbany?

Aya's route in general seemed pretty rushed. Sure, the stuff that Aya talks about is really interesting, but it felt super fast. It just seems weird that a famous journalist who has stoically kept their inner workings hidden for presumably hundreds of years would be so incredibly honest and open and introspective and articulate about their identity crisis with a mute girl they met five minutes ago. It was a little jarring, and almost makes me wonder if Kokoro has some sort of hidden ability to make people around her more directly express their emotions-- I'm pretty unfamiliar with her, so that just may actually be the case. The the ending also felt a little outta nowhere. I dunno if that's intentional, considering being really fast is Aya's whole deal, but it was really distracting. That said, I don't know how to make it all feel more natural, considering this entire VN happens in a single day.

That same overly-open-ness shows up in the Wriggle chapter as well, and serves to make that section feel... kinda dragged out? Not necessarily by the events, but in the way the characters talk about them. It feels like most of the scenes involve one or more characters directly explaining why they did what they did in the previous scenes. With so many characters interacting and bouncing off each other and going through drama, I think a slightly more show-don't-tell approach would help here. Especially considering the childish vibe of these characters, they really don't need to be so good at articulating their feelings. Let the characters' actions (and facial expressions) speak for themselves a little more.

Sorry there's so much criticism here, or if my tone comes across as annoying or snooty. This is an awesome game, and I'm still giving it a 4 or 5 stars in every non-gameplay category.

In short, 'twas emotionally adventurous.

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Thank you for reading, and sorry for exposing you to such a large dose of TeruMoko. I really tried to make Latter Part feel believable even if you don't ship 'em. It almost felt like my duty, since I find their relationship really interesting, both in and out of a romantic context. And besides CILR Chapter 4, almost everything I've seen them in has either characterized their dynamic as black-and-white hatred, or radically changed their personalities to make the TeruMoko pairing work.

For the fire scene, all I can say is... it's not as literal as you're probably thinking.

You're right, "Kotohime" is just a title. Only Kana knows her real name.

Thanks for playing, and, uh... sorry about the emotional devastation. I didn't know it'd hit so hard. This was initially supposed to be a much more lighthearted romp with many more characters, but the lack of art assets and some real-life stuff forced me to really narrow my focus down to the parts that I was personally most invested in. And those parts happen to be... a little painful.

Anyways, in your VOD you tried to find my Twitter and couldn't. I don't have a Twitter or anything like that, but I am on Discord, if that means anything.

Luyuu#2800

This isn't my first time writing a story longer than 15 minutes, but it's my first time finishing one. I have several "Chapter 1"s of stories that never got continued, usually because I either went way too ambitious with my plans or doubted myself and gave up early on. With this game jam, I only had time to buckle down and write the thing. Though even still, until now I haven't written anything that was longer than Former Part alone-- even I can barely believe that I wrote all this in two weeks.

Speaking of that, the long wait for release was only there because we were trying to fix an unavoidable crashing bug in the danmaku minigame, and trying to get Kaguya's sprite drawn when all our artists were super busy and/or exhausted. You have my word that over 95% of the writing & coding was done before the deadline. Though I took the extra time to rewrite some lines and extend the Mokou section of the epilogue a little, no new scenes were added.

Thanks on the danmaku patterns, by the way. My main goal with them was expressing the emotions of the story, rather than giving players a challenge. It's nice to know you found them fun to dodge on top of that.

And finally... damn. Watching the VOD gives me a funny feeling I dunno how to articulate. "Thank you" doesn't feel like enough anymore. The closest phrase I can think of is "I'm gonna cry."

The game is out now. Thanks a million for your patience.

We are winning! The game is out now. Sorry that it took us so long to release it, but we ran into a lot of trouble along the way. Hopefully it's worth the wait.

It's out now, just so ya know! Sorry for the wait.

Oh my gosh, this is so cool. Awesome, amazing, epic, whatever word you wanna use. Where do I start, uhh...

This game plays so awesomely, it's all so freakin' cool! Shanghai controls super fluidly and has a pretty good variety of attacks (and it seems you're planning to add more?). The enemies are interestingly designed, and the ability to jump turns the combat from a button-masher into a really cool game of hid-&-run and reacting to enemy attack animations (at least for me). I played Normal mode this time, just cuz it took a while a grasp on the controls, but I'll be sure to go for Hard once the update comes out. It feels like I've barely scratched the surface of how to play this game, despite reaching the end of the demo and fighting (almost?) all the enemies.

Sure, there were a couple bugs-- one time an encounter started for an enemy that was on the other side of a wall, and one time Shanghai landed on the ground and then just kinda froze up until she was hit by an attack. Sadly, I don't remember exactly where these were.

The dialogue was fun as heck too, in just about every scene. Not too much to say personally, but it's just full of charm and expressiveness and... everything, really.

Visually, musically... oh my gosh. It's just so so good.  The animations, the sprites, the 3d, the fact that the battle maps are just small sections of the dungeon-crawling map, it's just so amazing! I can't even dock points for the unfinished animations-- Shanghai turning into a stick figure is honestly quite cute. Some of the 3d feels slightly blocky, but that may have been intentional, and besides... this is a game maker game! how did you do that!?

In short, 'twas absolutely INSANE how did you do all this mostly BY YOURSELF in a MONTH‽‽‽

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Playing Version 0.3.1. Really nice aesthetic-- I dig PC98 stuff. Though, why do you switch between Meiling and PC98 Reimu when using a bomb? I liked the ghostie attacks, and the final pattern from Orange-Duck-Alice. Though I'm assuming Orange-Marisa's patterns aren't finished, since she's defeated in like 5 seconds. Music is awesome too, and befitting of the vibe.

The writing is fun, and I liked the way it approaches the discussion of aromanticism-- at least until the boss, it's more about explaining romance than explaining aro-ness, and that's kinda the reverse of what I expected. Though, the part with Marisa felt a little silly. Dunno exactly what it is, but while the banter itself was well-written, the role of "bossfight who assumes romantic love is the only kind of love" seems like it might work better for another character. On another note, I really like the character profiles in the readme, and the comments in the music room.

In short, 'twas ducking awesome (im sorry)

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Pretty crazy. You got so many characters and combinations. I like how quickly everything goes by, as well as how over-the-top some attacks get. There's a lot of stuff here, and you did a good job.

But I wasn't able get too far, because I couldn't figure out how to make new ships. I press tab, select "New Ship", and nothing happens-- using the arrow keys makes a sound like it's moving a cursor, but there's no visible menu, and pressing Z does nothing. Because of this, when getting to an enemy that's immune to the attacks of both my characters, I can't damage them at all and lose my only pair. Is this a bug, or am I missing something obvious here?

In short, 'twas arcade-like in a good way.

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Wingman Shou, eh? It's pretty cool. Super good visuals and music that give all the scenes and characters tons of extra personality. And those crazy text effects just might be my favorite part.

Even though I have next to no exposure to most of these characters, they're very well-written and likable here. The endings were all very sweet, and I liked how the minigames played into the characters' dilemmas. The minigames themselves were a mixed bag for me though--  Blackjack was alright, but like some others have said, it was super hard to tell who I was controlling in the Karaoke segment.

Super minor thing that may-or-may-not matter at all: It seems like you swapped Lyrica's personality with Lunasa's? Going off PCB's dialogue and their segments in Bohemian Archive in Japanese Red, Lunasa manages the ensemble and takes things relatively seriously, while Lyrica simply plays from the heart and jumps at the opportunity to make a friend. But Lyrica in the flashback seems to talk & act just like Lunasa-- it kinda caught me off-guard.

(Aha.... sorry half the review is about a character that shows up for 10 seconds in a flashback)

In short, 'twas heartwarming.

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Being 3D instantly makes this game stand out, and it also showcases a good grasp on controls and challenge. Good variety of enemies, and some fun little level-design puzzle bits. The Wriggle segment and entering the SDM stood out especially. I also liked the Hedge Maze area, what with its MASSIVE GATLING GUNS and MOTORBIKES. Reimu's shield ability was nice as well, though I think it'd be extra cool if the shield damaged enemies when touching them.

Fun writing, especially with that somewhat memey dialogue for the final boss. The simple visuals aren't super appealing to me personally, but I won't hold that against the game-- it works for what it tries to homage.

That said, many aesthetic parts of this game felt kinda... flat. Some parts add to an atmosphere, like the lack of music for most of it. But the attacks could've used a bit more weight, for both the player and enemies-- even just a sound effect for the gohei slap would've gone a long way. And in general, I feel some of the less eventful areas of the game could be shrunk down, so walking through them takes a bit less time.

In short, 'twas very good in most areas, but lacked a bit of punch.

This is the best thing I've ever heard. Every single line made my smile grow ever-larger. A beautiful story told in the most immaculate way possible. That scream from Saki at the end... brings a tear to my eye.

In short(er), 'twas magical.

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Quite the ride. From only having read the first five Hifuu CDs, I don't have too much attachment to Merry and Renko as characters... but this game might be changing that. They're written in a way that's very fun to read, and I'd love to see an episodic series like this. The Hifuu Club seems very well-suited to this genre/medium.

Visuals are great too. Merry and Renko look so cool here... dunno what it is, but the art style fits them to a tee, and complements the tone of the story. And I loved the real-photo backgrounds (you certainly did it way better than me), as they really fit right in and added to the atmosphere. The music's real chill and well-made, befitting of the gameplay.

All the elements combined give it such a great atmosphere. It felt refreshing after so many games full of bright colors and magic battles.

My only issue is that it could've been a little more puzzle-y. All the steps for progression were just kinda lying right in front of you, and AFAIK there's no way to fail. It was fun exploring the ship, but that's all the point-and-click brought to the table for me.

In short, 'twas smooth, spooky, and super [insert boat pun here]

I'm really bad at rhythm games, so there's not too much for me to say here. I liked the art and how the notes were presented-- had a way more relaxed vibe than other rhythm games I've played.

While I don't think the songs themselves were very hard, some of the notes seemed harder to hit than they should've been-- as other people have mentioned, the notes get kinda bunched up, which makes them a little hard to distinguish. Also, the timing for hitting notes seems kinda early. On another note, it was really hard for me to tell when an incoming note was supposed to be held. There's a visual indication, of course, but it often passed me by and I'd "miss" the holding-note because I thought it was a normal tapping-note.

In short, 'twas very cute but hard for me to get to grips with.