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pickled peanuts

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A member registered Jul 13, 2022 · View creator page →

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hey there! thank you for playing! :D sorry to hear you didn't like the game as much as you'd hoped :(

another guy left a comment about the unpredictability of the ball and when reflecting on that I think its probably because of how quickly the ball ramped up in speed. (I definitely could be wrong though). As for the issues about controls, I'll try to be more mindful about its scheme in the future! It never occurred to me that it could be uncomfortable to some since most of the games I play (on a keyboard) have a similar layout to that.

I'm really happy you enjoyed the art! it's one of the areas I feel like I've improved in a bunch! :> I'm surprised the sound design lived up to your standards however since I tackled that while crunching heavily

Again, thanks for playing my game and thanks even more for leaving some feedback! I always appreciate it!!! :D

I noticed you're using the cards alot, I didn't test that often, that might've been why you felt the way you did. I really oughta have some friends playtest my games during jams haha. Regardless, thank you for leaving a review, I appreciate it :>

sorry you didn't enjoy it as much as you'd hoped :< could you elaborate on what made you feel that way? I never felt as if the ball consistently reacted in an inconsistent way after hitting it (although chances are it's because I was the sole playtester so I got really familiar with how the ball works). Also, the final boss is Nitori!

thank you for playing! I'm really proud of the artstyle, feels like ive come a long way since I first started pixel art :D

Thanks! Couldn't imagine touhou 1 without the slidekick since the regular kick isn't very good for hitting moving objects

Gotcha! I'll check it out again!

A stunning visual novel! the environments were beautiful and at times surreal to the point where sometimes I just stood in place and drank it in (the rooftop and the staircase especially). the writing was well done and the subversion of the Touhou fangame genre was refreshing. I do have a few criticisms, firstly some ambiance would help fill out some of the more empty feeling parts of the game (like the movie theater). At times, after the beauty of the landscape lost its luster, the game felt like a walking sim (the subway and the top half of the staircase comes to mind). Other than that, it was an amazing experience.

Hey! really liked your game! haven't played many 8-directional shooters so it was a unique experience for me! I loved how snappy the controls feel, every time some money despawned, I never felt like it was due to Reimu being slow, but rather to my own ignorance. Heres a tip from one Godot dev to another, you can embed pck files into the game itself, makes it so you dont have to download 2 separate files :>

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this was pretty fun! I especially liked the enemy that would mirror your movements, it was always fun to get around her. I do feel like the game would be improved if there was more incentive to not hold down the sprint and attack buttons at all times (since you can sprint and attack at the same time). A good fix for that would be to make attacking an animation that stops your character from moving (that way you'd have to think about when to attack, which would in turn make sprinting away from enemies when you miss important). Other than that, this was well put together! Especially for your first jam, welcome to the scene! (PS. Godot lets you embed pck files into the game itself ;> )

hey, checked out your game. doesnt seem like its possible to chop wood (and if it is, i didnt notice how). the concept was really funny, title screen made be grin :>

hey! really cool how this has voice acting! pretty rare for a jam game. just letting you know that going south in the room with the sign in it causes the game to crash

hey, just letting you know that the combat doesnt seem to work? (the attack/defend buttons dont seem to do anything)

thanks a bunch! glad you enjoyed the actual flip flop part of the game

thank you so much! i put alot of thought into what i wanted the aesthetic of the game to be , more than previous jams. It makes me happy to know it paid off

thanks! glad you like the artstyle

thanks so much for the long reply :0 I'm really happy the you enjoyed the spell cards! As much as I want to say that it was for narrative reasons, the true reason for cirnos spellcard being easy is because I was running out of time at that moment and decided to just copy one of her EoSD spell cards without altering much :<  Point items were intentionally hard to pick up as the power system is really busted and I wanted to wait until I could add a point of collection before fixing it (hint: I forgot to do that lol)

The file size is probably due to my inexperience in both gamedev and bullet hell games. Most of the assets could've been much more efficient (like the wave system, it currently operates on a animation player), so that's most likely it.

Again, thanks so much for playing and enjoying my game :>

thanks so much for the comment! :D purple reimu will forever be on top >:] I'm really happy you thought it was cool aswell! I'm also glad you liked the patterns as one of them (specifically Hina's), was an original design :>

thank you so much! I'll torally check these out :D. I'm really glad you took the time out of your day to tell me about those :>

Thanks so much for leaving a review :0, i agree that the first boss is quite challenging, part of it comes from it being my first try making an original spellcard, I'm currently working on a post jam version, so I'll add improvement to its design on my list :>, also, thanks for complimenting my sprite/dialogue work! I'm especially proud of the sprites since it feels like my first actually good (humanoid) sprite that I've made for a jam! Also, the difficulty is something I will look into, the hardest problem for me is that I'm not sure what the average difficulty for a touhou game is, I've played quite a bit of mountain of faith, but apart from that, I haven't played anything else. However, I do plan to do a bit more research of shmup difficulty in general (since this genre was especially fun to develop compared to others I've tried), so if you have any recommendations of touhou games (or shmups in general) that have a great difficulty curve, I'd love to check them out :). Again, thanks for checking my game out!

purple haired reimu will always reign supreme!

thanks :>! Im not very good at music production, so that's why I ripped them the game. I didn't feel comfortable being rated on it however, so I selected music/SFX for the rating to remove 

ahh, I see.. I could try warning the player about incoming enemies that the start of the stage, that could help.  Again thanks for the amount of feedback you've gave me :>

THank you SO much for the long reply :0, I'm really happy you took the time to type all these out :>

 The tutorial was definitely something that went over my head, I'm really sorry that it was confusing to move aswell, I'll try to fix those issues in a post jam version. 

The contine text was something that I didn't even realize I left in the game, I totally scrapped the continue mechanic so I'm really sorry about that. Thank you so much for bringing it to my attention! :>

the power ups are really busted, I told myself I'd fix it but then I completely forgot about it lol. Invincibility would definitely help. But I think an entire rework on how player bullet work is probably in need

That is something I never actually noticed about the text, again, thanks for taking the time to type this out and let me know about these issues, although, the moving in the loading screen was intentional, I wanted it to feel like she was actually moving from point A to B without actually having to show any of it, by the way, do you think the loading screen is a bit long? I'm kindof conflicted whether I should keep it as is or shorten it

Thank you so much for complementing my art :D, I'm really new to drawing, so to know I only have to work on proportions makes me so happy :]

I definitely think so too, I think alot of things in my game would benefit from more particles aswell, such as bullet spawning and what not.

Once again, Thank you so much for telling me this. It makes me so happy to know that you cared enough to actively type out such a long post, it also really helps me as a game developer as I'm still relatively new to the scene and every small mistake that gets called out helps me improve. Again thank you SO much ;>

anytime! :>

I can totally see that on a second playthrough :0, when I was doing my first, I was mainly focusing on how pretty the patterns were than checking out the movement of the character. Again, the patterns are SO beautiful ;>

ohh, I see. I didn't really notice since I was focusing on how beautiful the patterns were lol ;>

thanks for leaving a comment :D, unfortunately I didn't make the music :<, I got it from the touhou games. Thats why the music/sound rating category is (probably/hopefully) not fillable. I wasn't comfortable getting rated on music that wasn't mine. I am very happy that you took the time to play it and comment however! :>

thank you so much :D Im really proud of the way I animated Reimu, so I'm really happy that its not only me who found it cool :>

its a really neat puzzle game.  kindof reminds me of the puzzle boy minigame from shin megami 3 nocturne. I'm not sure why though, might be the grid based movement. regardless, i wish there were a few more interesting twists on the mechanics at play,  the mechanics it has are amazing, but i feel like it could be fleshed out more, that's just a nitpick of mine though. its generally a great game!

this is GREAT. i LOVE the music and the sprites are really detailed and cool. the patterns for cirno are also really cool. I feel like the game would be improved if the bullets were a bit larger. Its kindof hard to see them at times due to their size. Anotherr improvement would be if focusing showed your hitbox. not knowing where my hitbox was made dodging bullets kindof scary. Apart from those 2 nitpicks, its an A1 game!

this game is HELLA addicting. the art style is also super adorable and just screams with personality. i didnt get to fight the Mai, but i got to stage 4, I really loved the fact that health could only be obtained from snowballs, since it added some risk reward. the only problem i have with this game is that the ice blast that cirno makes when you get hit doesn't follow the player. This makes it really easy for multiple hits to occur if your moving and didn't notice you just got hit

i LOVE the aesthetic. The game is also quite fun, although it can be kindof hard to react to incoming obstacles. I really enjoyed the  how detailed and expressive the sprites are.

thank you so much

the patterns in this game a STUNNING, they're difficult but every death doesn't seem unfair. the bullets are absolutely beautiful aswell. if you put me down and asked me if this was a fan game or an actual touhou game, i wouldn't be able to answer. that being said, it doesn't really feel wintery. idrk how to explain it though. anyways, great game!

I really love the art! especially the font choice. Its all so pleasing to the eye. I also really like the gameplay, but I feel like there isn't enough of a difficulty spike, the hitbox of the player seems to be fairly large aswell. Apart from that, its a great game!

thanks :D

thanks for leaving a reply! I'm glad you feel that way :D Fun fact: that's actually a bug that became a feature. Thinking of working on a post jam version, so if I do; I'll try to make it easier to pull off

thanks! Likewise! :)

definitely my fault. The game was really rushed, so It totally went over my head to remove it, again, still really happy that you had fun :D

Thanks for the feedback! did you happen to press E near the window? I was testing it a bit ago, and realized that i left a scrapped mechanic in (originally, the plant would need a specific amount of light sources, so if there were too many in the room, you could close the windows curtains to help with it). Im really glad you enjoyed the game, it makes me really happy :> About the holding R part, that completely went over my head, ill work on a post-jam version with QoL improvements! Once again, thank you so much!