like a photo mode or such huh...it's a thought, i'll add it to my implementation list to poke at
(current dev effort is focused on the remake/sequel so any backport to this version could take a while though)
like a photo mode or such huh...it's a thought, i'll add it to my implementation list to poke at
(current dev effort is focused on the remake/sequel so any backport to this version could take a while though)
hah, was worried for a second that i'd misprogrammed a door item check or something but sidestepping the checks altogether is pretty clever
shooting while moving definitely takes getting used to, in that the projectile has the motorcycle's velocity added to it on launch - so driveby'ing an enemy to the right of the motorcycle, for example, requires placing the crosshair to the right of the enemy's position on screen, such that the added motorcycle velocity carries the projectile leftward into the enemy. alternately driving the motorcycle directly at an enemy will minimize this effect and then it's like a ranged jousting match
reporting briefly here from 172030 score territory: i was not expecting snowboard-tricks suwapyon. everything is lasers. please [REDACTED] my jump finger hurts just let me snowboard home to drink hot cocoa in peace pl e ase
powerpoint tutorial was gr8 btw
edit: 231210 points. it is done. i am free
also kept going until 320220 points because i felt bad leaving marisa with no health (and wanted to do some no-pressure snowboarding)
F opens reload screen yep, then (once you have at least one magazine and bullets collected) you can:
after that, the player character should automatically operate the bolt to chamber a bullet, at which point shooting can occur!
ah the shovel's just, really good - the AoE damage makes it easy to wipe swarms of enemies quickly, swings deleting bullets makes later/higher-density enemy attacks far more survivable, and there's enough of a cooldown between swings that it's easy to trigger the coin autocollect while maintaining damage output
somehow i didn't register that the enemy spawn points were tied to points in the environment (despite recognizing that enemies always spawned in big groups at the top/bottom and in smaller groups around the edges) until i saw this/went back and looked at gameplay video i recorded, maybe adding animations for the doors opening would make that more obvious
overall the randomness is good in a lot of ways as-is i think (likely due to the grab-bag algorithm, i did feel that the time i spent with each weapon was fairly equal, and even with spawn points i started getting a semi-accurate sense for whether a big top/bottom wave or a room-perimeter wave was coming next, after a while); so likely all that's needed really is the additional visual telegraphing, to give the player a quarter-second heads-up on where they should be stepping away from
almost gave up when i couldn't jump the first gap (before noticing there was a Run key) but i'm so glad i kept going and bore witness to the glory that is penguin pajama sakuya
alt tabbed for a bit to type something and did not expect there to be a slow idle animation of sanae nodding off
gameplay-wise the machine gun miracle melee is funny to watch in action but i think i wound up liking using the slide more for combat
it does look like the inner folder name had some strange symbols in it - renamed both that and the folder above it and it's still throwing the same error, though (except it opens in fullscreen instead of a window?)
EDIT: searched the error and found this stackoverflow answer - selected Unblock in the .zip properties, re-extracted it, and now it runs without the error coming up..i guess it was just a windows security thing
unfortunately it seems i'm also stuck at the main menu now though ahah (left clicking doesn't do anything? though i can toggle in/out of one submenu and quit by pressing W and E)
pretty solid danmaku script that hits the sweet spot of challenging-enough-to-stay-interesting-but-not-excessively-difficult for me, with nice music (left the game open just to listen to the menu music at some point); liked the aesthetics of the Sinister Dreamcatcher card in particular
one bug noticed - playing back a replay doesn't seem to stop the menu music, so both the menu and game music play simultaneously until the replay ends
took a few plays to figure out how things worked but pretty fun once did - something strangely satisfying about running around grabbing stopwatches quickly / knifing as many enemies as possible before diving into the time machine to refresh the level layout, ad infinitum
i think other commenters have already said some of these things but:
curious to see what you do with the story, feels like there's some potential for cool stuff there
also high score:
it seems i can't run it, throws a fatal error on startup (can continue but the game never progresses past the loading screen) -
System.NotSupportedException: An attempt was made to load an assembly from a network location which would have caused the assembly to be sandboxed in previous versions of the .NET Framework. This release of the .NET Framework does not enable CAS policy by default, so this load may be dangerous. If this load is not intended to sandbox the assembly, please enable the loadFromRemoteSources switch. See http://go.microsoft.com/fwlink/?LinkId=155569 for more information. at System.Reflection.RuntimeAssembly.nLoadFile(String path, Evidence evidence) at System.Reflection.Assembly.LoadFile(String path) at All_codes.Dll_char_info.Make_info(Int32 index, String file, String class_name) at All_codes.Dll_char_info.Find_all_dll() at All_codes.Form_manage.Form1_Shown(Object sender, EventArgs e) at System.Windows.Forms.Form.OnShown(EventArgs e) at System.Windows.Forms.Control.InvokeMarshaledCallbackHelper(Object obj) at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Windows.Forms.Control.InvokeMarshaledCallback(ThreadMethodEntry tme) at System.Windows.Forms.Control.InvokeMarshaledCallbacks()
so i had enough fun playing/attempting to scorerun this that i was only stopped by my left hand becoming physically incapable of continuing to control the character, and had to return the next day to keep going
but uhh feedback:
current highscore is $29,950,475 (average "good" run has been $17m to $19m but i got particularly lucky once), i rate it would-risk-hand-health-again out of 10
hah - yep being able to damage the boss before the fight starts was an oversight, i noticed it during later testing but figured it was minor enough to leave unfixed for jam submissions (optional difficulty modifier? perhaps)
probably will add headshotting when i get around to expanding this; nerve system is supposed to feel a bit frustrating in that it's simulating fatigue, values/formulas could likely use tweaking though - i think rn it caps at 50% penalty regardless of nerves level for example
stage gameplay was a bit overwhelming at first but got significantly easier once i remembered how to press X before getting hit; found dodging nue patterns most fun; did feel like most of the patterns were streaming-based tho
sound effects being spoken "pew" and "bzz" and "oh no" was pretty gr8
nya/10 amulet sprites called me 22/7
there's something intensely comedic about the timing with which marisa immediately tackles cirno off the left side of the screen, pausing for a beat where the visible playing field has no characters on it, only for a victory screen to appear a moment later
also poor remi having her house invaded for basically no reason (does feel in-character for gensokyo tho)
also liked how the main menu/background changed after reaching the ending, nice small detail that i almost didn't notice
for a minute I thought this might only be touhou-themed sokoban but then the bullet mechanics came out and the puzzles turned really interesting?? (the only level I wasn't able to solve was sakuya's first one; quite enjoyed figuring out tenshi and sakuya 2 levels)
miscellaneous thoughts in no particular order:
The sword meter can also be charged gradually by grazing bullets (graze radius is about 3 meters), maybe that's where the free meter was coming from?
and heck performance issues again, think i mentioned it on discord already but i'll def be addressing those postjam; some of the performance-minded infrastructure that was put in place for yuuka souls 1 postjam didn't make it into this one because of how many systems got rewritten from scratch, plus those 34 soldiers sitting in the basement having their AI active at all times probably aren't helping much
These are some fun puzzle mechanics though I think I solved some of the harder ones purely by trial and error/luck oops. Water droplet mechanics weren't super obvious and I thought they had to be selected to activate at first, figured out they were based on action count when droplets with differing counts started showing up in later levels though.
Simple but very effective. Window for inputs is more precise than I expected, but also not so precise that I ever dropped combo as a result of it (that only happened when messing up between rhythm switches), so nice balance there.
One thing was that a lack of a beat before the ball passing started meant that getting starting could be a bit iffy; I also found myself syncopated off the down beat a number of times - minor but sometimes resulted in my timing getting messed up by the 12/1234 switches being off-measure relative to the music.
Cutesy art but dark premise - I can see why Reisen wanted to leave the moon if this was what she was being ordered to do.
Gameplay loop on this is surprisingly tight, in a good way; I was able to build a decent time buffer by the last day or two but I game overed a couple times when I was figuring out how to play/dallied for even a moment early on.
I almost didn't try scanning the QR code but now I'm glad I did extra Audio category point just for that
Real nice visual aesthetic on this intro and menu in particular. Patterning was solid; homing shot seemed to have relatively niche use (i.e. it was only useful when the denser hard mode patterning made it so hitting things with strong shot wasn't an option); discovering that specific background blocks could be broken for score bonuses was neat.
Thought it was a bit strange that the entire game seems to restart upon clearing/failing the stage.