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mushgunAX

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A member registered Apr 17, 2022 · View creator page →

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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.

I wonder how they are going to translate the English dialogue into Japanese if they somehow ever pick this game to stream on Touhou Station. It will be great seeing it up there if it somehow happens.

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.

Thank you for waiting warmly! Now you can know what it looks like!

I've just done it! Go play and truthfully vote for it! Thank you for waiting!

Please wait warmly...

I didn't meant to say it was unpleasant, the look away mechanic is actually really neat and executed great, meshing well with the swapping of music tracks. Thank you for the hot danmaku tips.

61000. Just 7000 (no, not 8000) points away from a special number for a special game for a special console.

(Nice shoutout to Summer Carnival '92, by the way, at least that's what I thought when I saw 'Halloween Carnival '22))

The Skeleton Appears

How this is 41MB confuses me.

Wait, if it beeps like that and the game stops, does that mean I win?

If so, I did it without having the candy be touched at all. Though, there were some close moments. Must have been because I came in thinking one touch of the candy is game over.

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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...")

Hit 96 times. I swear I don't know if I should be happy that I got hit less than 100 times (I was expecting my miss count to be in the hundreds) or be ashamed at myself for calling him a Touhou fan if he can't even command the character to dodge bullets well enough to 1cc even PCB on Easy.

Way too many things on the screen for me. I somehow made it to the end?

1.496 B

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 would not suggest dodging the zombies too much as their attacks are quite hard to dodge in the first place and with less zombies cleared out of the map, the easier they can pile up and surround you in numbers, forcing you into an unwinnable situation.

Perhaps I should make her stabbing attacks from Heavy and Light > Heavy have a further thrust forward to differentiate from the other attacks. Also probably make Light > Light > Heavy even stronger. I also found myself doing Light > Light really often.

Youmu will not move mid-combo. I kind of made her windup and cooldown times between her attacks too long so she feels a little unresponsive at times. The zombies also lunge too far forward so dodging their attacks is a lot tougher than intended.

Zombies lunging way too far forward (and Youmu lunging forward for too short a distance with her attacks) will be addressed when refining this game. By right, they should be the easiest enemies to fight, but balancing wasn't done and the boss was even easier if you know how to cheese her.

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.

RIP Flash. Fullscreen was considered but I, for some reason, chose to make my game run on a 640 x 480 resolution, meaning that stretching that to a fullscreen will look quite ugly, I think.

Also, you can press [Z] and [X] to do light and heavy attacks instead of [LMB] and [RMB].

I did not have the time to properly balance out the game. The boss is unironically a lot easier than the horde you fight earlier if you figure out her pattern and exploit it.

We'll see how tough college gets for me. If things sail smooth enough, expect something out of this in the middle of 2023.

youmu loves you too (in a platonic sense)

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.

Dragging around Yuyuko in slowed time reminds me of SUPERHOT. Took me my second try to realise you control Yuyuko's direction of fire by whether you dragged her to the left or right, that might need a little more communication.

I got all the endings. The true ending was heartwarming and cute.

Throwing Suika is hilarious, though somewhat OP.

- 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.

Timing your spawns well and hiding your troops behind more troops to give the impression that there is only one troop (when in fact there are several) is a strategy I came up with. It's more than meets the eye, the Evil Eye Sigma.

If Suika's belly is full, go scorched earth on the field and destroy as much food as possible. If Suika cannot eat it, no one can!

I'd suggest adding controls that appear on certain context because trying to remember six different controls under such a fast pace is a little daunting for a newcomer. My scores (Easy 12860, Normal 13280) say that I am not a fast thinker.

Cutest Youmu of the jam. I feel those purple ghosts chase her phantom half too fast.

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.

哇,红魔馆爆炸!很好!

Wow, the SDM exploded! Very nice!

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Once you realise that there must be at least one smol Sakuya or smol Meiling in her dream, you sort of get the hang of it, and it becomes especially advantageous if you have a constant line of the same type of guest.


225050 on the first run.

If you manage to have the music loop once (around 172 seconds), you're considered to be pretty good at the game! Congratas!