The game sort of ends once you get all 7 different powerups and go back to Seiga. I didn't really had the time to add much beyond that. Try reaching 500 km/h using Nitori and Komachi's powers.
mushgunAX
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Kasenbutt was actually based off something that ZUN drew during the Touhou Station Gartic Phone stream on December 26. https://twitter.com/richard_effendi/status/1607427884884578306?t=OaIpPKgO4XpPJEO...
I saw that and I knew what I wanted to do for this jam.
I didn't have the time to make voxel models for (different) buildings so the same house (in various different dimensions), the same torii in front of the Hakurei and Moriya Shrines and the same trees are littered throughout the map (also with the same snow and rock textures throughout the terrain).
Development was quite strained because of college tasks that just kept piling up. This last weekend of voting was when I really found the time to just sit down and finish developing the game. Had to work through the night till about 0630 in the morning just so I can have the game actually be up for long enough to be voted somewhat (there were 21 hours left in voting when the game went up). Hopefully I'll be more free when I take part in a future jam. I would have stopped developing by the jam submission deadline had the concept not been this hilarious, but Kabeshiri Kasen is a concept that must see the light of day, and it thankfully did.
Thank you for the fan map.
At the time of writing this, there is less than 5 hours left before voting ends (though I sort of wish to sleep earlier) and I have 16 other titles to go rate for, so it cannot finish the game within the voting period.
I can appreciate the writing (and the piano, it sounds like Bad Apple at times but sometimes not?) for this even if my head is certainly more of the kind that appreciates numbers more than words and mindless fun more than mindful thinking. Thanks for putting up the walkthrough because a feeble mind like mine definitely cannot survive through this subject. One personal gripe, though this might be just my head (that is unsuitable for this game, at least for now, after a long day at college) talking, is how rather vague the very first branch gets ("All material things...")
Playing back on the game again, it would have been nice to code in so that you can retry your fight against her with the same initial health or replay the entire game again at full health if you feel you have too little health left at that point. Alas there wasn't enough time to implement it for the jam.
I did not have time to properly do playtesting, meaning that the zombies have A LOT more reach than they probably should have when lunging at Youmu. The boss has two attacks that are quite easy to notice when you see whether she moves towards or away from you, and she'll ALWAYS open with the same attack.
It's one of the less recognised songs throughout Touhou since it isn't really associated with any one particular character, I'm glad you caught it, even after obscuring it further with the (I feel) unorthodox arrangement and instrumentation. I wanted to go for an acid house feel to it, but I felt I didn't properly nail it due to the lack of time and proper research into the genre. One song that I was taking a lot of reference from for this arrangement was New Order's "Vanishing Point" for their 1989 album "Technique", though as I said, no time to truly flesh the song out.
Glad you liked the artstyle too. It's one I feel strikes a good level of simplicity to feature characters that are still distinct enough but quick to draw and animate for something as small scaled as a jam.
Thank you, figuring out a streamlined process to draw out the combos was quite a great discovery I made for this jam. For Youmu, I initially drew individual parts like various heads (5 variations), torsos/legs (4 variations), swords (the short Hakuroken and long Roukanken) & slashes as separate pieces, and then stitched one another together (as separate layers initially, but then flattened) to form individual frames of every attack animation.
In the end, 20 of 25 frames drawn for Youmu were used for the game, with the last 5 focused on a feature I had to scrap in the interest of time.
- Add an invulnerability window and knockback when Nitori gets hurt.
- Ghosts are too numerous at the beginning. They also feel like they move too fast wrt Nitori.
- Nitori was inside a ghost when she got enough gems to upgrade and the damage check wasn't paused, causing her to lose the game while in the upgrade menu.
Reimu needs more control midair. The pit in the first level, a particular ledge she has to climb to in the second (with a block directly on top of her that stops her vertical movement and sends her to the bottom floor), and how she cannot turn to attack midair make for a somewhat frustrating experience.
Might just be me being bad at platformers.
The first piece of artwork shown in the game was pretty nice. The music during the intermissions was also quite a good listen, with the melding of "Theme of Eastern Story" and "Emotional Skyscraper". This was the first game I've randomly picked from the list of this jam's submissions, so I wonder how many more games in this jam use "Theme of Eastern Story" for their music.