We do what we can lol, I made Sakuya's knives to be able to bounce on: the walls, other knives, Youmu's slash, Komachi's Scythe, and Reisen's Shot. Most times it can be erratic, but I thought letting that kind of interaction would be more fitting of the Jam's theme...
Motepral
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thanks for the feedback! the game breaking after going back to the menu was untested, it was an easy fix, but the JAM time was a problem there, as for what the enemies are and the such, there was no narrative behind the game, only the concept of generic Touhou enemies, and skills of 4 Touhou characters for the player to use, there is a feedback for enemies dying, but it seems it was not very effective for you, and about publishing, I'm planning to do such thing, but I'm not sure when or if it will still be using Touhou Themes, I don't know how publishing something with it's IP works...
thanks for the feedback! I'm thinking about that kind of thing, but I have no experience with mobile and wanted to try something there, but the meters and some kind of resource to exhaust sounds very nice! I thought that StB was one of those games almost none liked...the main idea came to me from it, glad someone noticed it LOL, if you want it, I can tell you if/when there is a improved version.
even if the dialog was fun, the sound for letter typing was annoying as hell....the whole hat-power thing is a very interesting concept for something like a puzzle game, but I feel like it was kind of wasted in something like an escaperoom thing, where every lock has a key and every key only opens one lock and the becomes useless...but that is the problem with 72 hours per project I guess...
and the writing was pretty fun too, baka-Nitori and hungry-Sanae were the best LOL
ok, the combination of ammo types is really interesting, but the level design and enemies didn't make that much of a challenge worthy of such an amazing weapon...and the ammo types working on a number limit made it too interesting to just spam the default ammo(that can also be fired too fast)…maybe an cooldown system would make the player want to spend the different ammo types more often. (i defeated Yuyuko with 3 shots, combining spread, homing, and explosive)
overall a very fun concept!
also....There are no trains in Gensokyo!
damn....this game is frustrating, it almost hit some incredibly fun spots, but fails by a little margin, I couldn't use the shift power anytime, and I think the converted enemies could be used as replacement for the lost heads...and the input is too spammable, if the timing was a little more important it could help when you lose your other inputs to keep the game interesting, and not a button-mashing competition against the beatmap...something I think you can try from the start, since you don't seem to lose nothing by missing your timing....but it was certainly a worthwhile experience, nice job!!
pretty fun, the concept of a sleeping Meiling attacking randomly to move and fight is hilarious, and the use of the combo theme is for me the best one so far, even if the combat is a bit clunky(with unpredictable enemies and hard-to-grasp inputs), with the right juiciness it could be one hell of a fun game!
i really like the dilemma of being a factual journalist or being exaggerated to get more sells, btw i got 46 sells sticking 90% to the truth and getting bored of the cycle, i think you needed to create some challenges and risks with being factual, maybe making you lose sells or making the events that you get start to get more boring, like the shop or the sightings...
the idea was to make the player feel like a judge, make you create the balance between judging good and evil, not judging everything as evil our everything as good, just like the taijutu shows, the idea was not to shoot everything, but use what you have to make a decision and then judge...it seems i couldn't pass that idea very well...anyway, thanks for the feedback xD
P.S.: the 3D models were made by DragonRange and the transitions by 0megamat.