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shrooby

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

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Thank you for the kind words~
Unfortunate about the audio. Wish I knew what was up, maybe it's something on my end that I can fix.
Obviously won't be the same, and I can't really do anything about the sfx, but I did just upload the two songs in the game to Youtube if you're interested:

Overworld Theme

Forest Dungeon Theme (The sub-area with the locked door)

Yes, it's her. Snae.

This is really cool, cute and clever~

I just conceptually love tying a journey of self discovery to the progression of visuals and the music. It's a really great idea.

I think the main critique I have is with the scenario. That being that there isn't really any conflict (internal or external). Or perhaps a better way to put is that there isn't any "resistance." I think for a journey of self discovery, for it to really hit home by the end, there should be some sort of struggle that was overcome. But the way it plays out is that Ruukoto interacts with something or talks to a character, takes in information in a neutral or positive way, and grows/learns. And there aren't any significant, narrative roadblocks to this procedure. Which, for me, left the ending feeling a bit hollower than it should've been. I think the music and dialogue in the ending itself were great and really sold the moment in a vacuum, but there was just kind of a feeling in the back of my mind that I didn't really "earn it."
To put this in less abstract terms, and tie it more to the theme of the story as I perceived it: It's one thing to answer the question "How does one learn to appreciate the world and their existence in it?" But I think a more interesting version of that question would be "How does one learn to appreciate the world and their existence in it, in spite of the hardships one might experience or the wrongs one might witness?" And I think adding and answering that additional context to that question is what would've really pushed the narrative over the edge for me.
Kind of a ramble-ramble, but hopefully that makes sense lol

Lastly I wanted to give particular mention to the music. I adore "Exploration Layer 3" and "The Joy of Life" in particular, props to the composer~

I think in particular the sound effect when the player shoots was a bit off to me since it's pretty bass-y. (Is to say, it's at a low frequency, I believe would be the technical way to put it.) On headphones I found it pretty noticeable and hard to drown out. I think it could be a bit subtler because it's basically constant (since you're mostly always shooting).

This was cute (and almost as retro as you can get in terms of games as a medium lol). Very funny idea to adapt Touhou to the beginnings of the genre.

The sound effects were a bit jarring for me sometimes. It seems that the same sound can play twice at the same time. Which will just effectively increase the volume if they're coming from the same "source."

While the jam version is only one stage, was still cool that there are three scenarios/characters.

wario

Yeah, that's something I would've liked to expand on more. As a way to give more context as to what Sanae is feeling when she asks Sakuya about her past.
The idea is that, while she says she feels no regrets about abandoning her old life, she still ultimately feels guilty for leaving the people who cared about her behind, such as her parents. She is scared of the idea of needing to live with that guilt literally forever, though she doesn't explicitly say that. Expanding more on her state of mind could've made that clearer.

pong. fun. in space. fun.

I really loved the mechanic where you kept your momentum after dashing. That was super satisfying.

Under normal circumstances, I would criticize the lack of variable jump height, but in this instance, given how the hover works, I could see requiring the player to hold the jump button for a higher jump leading to accidental hovering. (Even more than I already did since I would hold the button instinctively lol) But perhaps adding some leniency to the hover, such as adjusting how many frames the button needs to be held before meter is consumed, would alleviate that. I thought it was an interesting design conundrum.
I did in general find the difficulty scaling pretty good though. While the second-to-last stage felt the hardest to me, the last stage being kind of a mad dash to the end felt really appropriate and satisfying.

Good work!

I'm not much of a table top player myself, but this is a really cute idea. One thing that seemed weird to me is just how hard it is to meet Tsukasa's raise condition, even taking into account that it can't decrease. But, overall, nice work. It's really fascinating. (Though admittedly, I'm still not 100% sure I played correctly lol)

MORIYA TO THE MOOOOOON

Really well done. I thought the difficulty scaling in particular was great.
One thing that stood out to me...there's a puzzle where the idea is figuring out that non-rotten carrots float. The puzzle starts with a rotten carrot in the water, so it can be assumed the player knows that behavior. As far as I remember, there was no puzzle that started with a non-rotten carrot on the water, so I'm guessing the idea is for the player to find this behavior themselves by just seeing what happens when a non-rotten carrot is thrown in water.... But I spent about 10-15 minutes just being confused since I assumed they would behave the same lol. That is a funny assumption to punish in puzzle and was a neat "eureka moment," but I'm a little torn. I maybe would've had a separate, previous instance where this floating behavior is shown, so at least some aspect of the puzzle is preserved, but it's not as potentially obtuse... But I guess it also kind of inherently makes sense in hindsight, like how logs float, but rotten logs sink... I can see both sides.

Anyway, enough rambling about one tiny thing. Very fun use of the theme as well across many aspects of the game, not just mechanics. Great sprite work; Tewi is a gremlin. I loved the two versions of the same theme while in and out of puzzles. The visuals and sound came together in this very pleasant, laid-back way. Stellar work.

Wonderful movement. Main thing is I just wish I could immediately run out of landing, or maintain a run if I left the ground while running. Some kind of sound effect for the midair dash/dodge would've also felt good I think.

On the topic of the midair dash, given that it works like a Rivals of Aether airdodge, it allows you to wavedash. To which I thought "of course" and laughed lol. I do love me some movement tech. I loved that you could wavedash off a ledge, immediately go into a hover and maintain the momentum from the dash during the hover. So satisfying, regardless of if it was intentional or not.
On the subject of the wavedash, since doing the dodge on the ground does not actually do anything like a dodge roll, I would've liked to see this be a macro for the wavedash. IE trying to dodge while grounded will automatically input a wavedash.

I think utilizing the theme to make a platformer where two characters work together is a great idea. I can imagine more mechanics where they actively do things in tandem to really drive it home. It's a shame there was only one mechanic where Nue is used/required. (But at least she joined in on the boss fight~) I did love the little blurbs during gameplay, though. Very cute addition. (Though for me sometimes a bit hard to read while moving.)

I adore the visuals. The music was great as well. What was there, in general, was very well executed. Granted, it was pretty clear to me the stuff that got the short end of the limited time. (Nue ;_;)

Overall, Kogasa wavedash/10, she is a menace to society.

Others have already sung the praises that I would otherwise. A very creative pairing and such a cute and natural way to bring them closer to each other. I loved their characterization a lot. I loved how much the story was tied back to events from the canon works. Very well done. I could really tell this was a story with a lot of passion behind it.

This may be coming from a place of ignorance; my knowledge of fiction writing techniques is not great. However, one thing that stood out to me personally as kind of awkward was the ending, when they're looking at the sunrise. The characters explicitly explain what the sunrise symbolizes in the story. Now, I think you could make the argument that Kutaka is characterized in such a way that she might actually think and talk about things in this way, but to me it still came across as awkward. It felt like it got in the way of the ending. I think I would've rather had the chance to infer what the sunrise meant to the characters myself.

That's just one thing, though. I still thought it was great. You all did amazing work.

tuktuktuktuktuk

As a Fire Emblem fan I enjoyed this and felt the difficulty was great, but that's just me as someone relatively experienced with turn based tactics. It's kind of an infamous genre. But, strictly from my experience, I thought the lessons were taught well and the difficulty scaled wonderfully.

Some thoughts:

-Enemy range should be able to be viewed on the UI/map, as opposed to needing to look at their speed in the stat screen and then count the spaces. I would probably do this by highlighting spaces when the player hovers over an enemy with their cursor. (In a different color than the player's squares are highlighted, like a subtle red.)

-Continuing with the trend of things that could be manually figured out by looking at everything's stats, there should be some sort of UI element indicating who will move next, or even the order of every unit on the map.

-I'm not sure how to feel about random damage rolls. I would be interested in knowing if there were any design considerations for using this as opposed to having a consistent damage formula like FE. (Outside of crits and skills, anyway.)

-I would've liked to have some sort of confirmation before committing to an action. So, like, when I select a space to move to, have a popup that appears asking if I want to confirm the movement/attack or not. Maybe move the unit to that space before this popup appears so that I can better visualize what action I'm committing to before confirming, and move them back if I decide not to. (Misclicked many times lol)

Cool game, definitely could've used some convenience features, but sometimes that's the way the jam jams. Good work!

Yeah, that means you finished. I didn't realize how unclear that was until after the jam ended, so only the post jam version actually has some text to make it clearer lol

I love this!

Main thing I would've liked to see is something to make it easier to quickly compare what the customer's order to what's in my inventory. Others have brought up having the respective GUIs closer to each other, which would help. Though my first thought was some kind of indicator, like a check mark next to each individual item in a customer's order, to make it clear that the order item is currently in the inventory. So, if you have a candy corn, then there is a check mark next to the candy corn icon the customer's order. Though maybe a feature like that might eliminate too much of the challenge.

The ability to change the opacity of various things is incredibly smart. Excellent feature. Did this and then was able to clear it with no deaths. With that as the goal I thought the difficulty was really good. Though I'm not sure how to feel about the fact that my main strategy was to conserve at least two bombs for the end so that I could basically ignore Kogasa's last phases haha

With respect to goals, I might've liked to see something more explicit as a goal besides 1cc, given how relatively easy it is to get through this without getting a game over with the default number of lives. I do understand why this is done given the target audience and that this is a game jam. But maybe just some "bonus" goals like perhaps a special screen for clearing with no deaths, or a set score to aim for. I'd say personally my intrinsic motivation when it comes to doing things in games is probably higher than average. That is to say, I was ok with just setting what I consider to be a satisfying goal for myself and meeting that without the game leading me there. But for more extrinsically motivated players, something more explicit could go a long way since the default 1cc on its own is relatively easy. 

I did manage to clear the game, once I got through stage 1 and 2 which took a few tries, I was able to beat the rest on my first run (somehow). Though I'm pretty experienced with platformers, and probably got lucky against Suika lol

Pretty ambitious all things considered. I was surprised by how long this is.

I basically agree with what's been said so far regarding the difficulty. With checkpoints and/or maybe health pickups in the stages themselves, I think the difficulty would've been really good, but as it stands it's very punishing. I also want to echo the issue with the particle effects from Remilia's bullets blocking enemy projectiles when they're first fired. This made some bits more difficult than they should've been.

Something I noticed was that when Remilia lands, there's a slight bit of landing lag and her horizontal momentum comes to a complete halt. I found this broke up the flow of movement, though I did consider that maybe this was to make landing and staying on the small platforms you create easier? I can see players sliding/walking off after landing being a potential issue. If that's the case, I can understand, though there probably would be a better way to go about this than universally giving her lag upon landing.  For example, something the game already does is have the stand-able collision of the platform extend beyond the visual.

Something small but really stood out to me and made me laugh was the sound effects for Remilia's flying and her crouch. Was just very goofy in a kind of way that suits her, since her whole shtick is being the spooky scary powerful "Scarlet Devil" while then also acting like a spoiled child. Also her sprites are just adorable~

A true mastahpiece

This was so cute. I particularly loved the contrast between the visuals and the tone. The chibi Koakuma walking around while eerie ambience and sfx play is just so charming.

I noticed that I think walking diagonally is faster? Might just be in my head, but it's a thing that happens with this kind of movement setup. Diagonal movement ends up faster than just moving left/right or up/down because of math reasons, and you have to do some math to take that into account before applying the movement inputs to the player.

Increasing spawn speed as books were collected was cool. I also really liked the idea of being able to get more books at once at the cost of speed. Though, outside of reducing the time in which you could potentially lose, there isn't technically any reason to get multiple books at once before going to put them in the shelf. Which is to say, most of the time I just got one book at a time. So perhaps an additional motivator, such as a timer, might've been good to make the player feel like they have to engage more with the speed-reduction mechanic. Or maybe more instances of having multiple books in one spot.

Never played Castlevania 64 myself, but aaah this still brought me right back to me childhood playing  N64 games. I can imagine myself putting this cartridge into my N64 and playing this on clunky CRT. Really nailed that feeling. Maybe except for the menus (Relatable though, making menu assets isn't my cup of tea lol)

Relatedly, since I was playing with a gamepad, it felt confusing that the title screen required the mouse. Made me almost second guess myself, like "I know it says I can use gamepad but can I really?" Guessing not having the menu controllable with buttons was just a matter of time.

I love burst movement, so the kickslide/butt wallop went pretty far in making me like moving around. The jump was a little awkward though. Mostly just because the arc is so tall on top of it being static and gravity being pretty low, so jumping will always leave you in the air for a significant amount of time. I believe Castlevania 64 has variable jump height, though I could be wrong. Haven't played it myself, like I said. That said I love that the slide will interrupt your initial upward momentum from jumping, which somewhat makes up for the lack of variable jump height. That felt really good, like jumping and diving in Mario 64. I would say that the slide having as much cooldown as it does is a problem, but I understand that having the player be able to move too fast would throw the balance out of wack. It's already somewhat possible run passed everything as is.

I'm assuming this is already known, but essentially jumping has an infinite buffer. So if you are in a state where you can't jump, say in the air, and you input jump, then the game will make you jump as soon as it's able to. Like I said, though, this buffer is infinite. So, say you just press jump twice in succession. You'll jump like you wanted, then when you reach the ground again you'll immediately jump again. This buffer seems to exists for any state in which you can't jump, so it happens if you try jumping during a kickslide, for example. This didn't get in the way too much, but did lead to a few flubs.

Attacking didn't feel quite as good as moving, however. I think giving Reimu's attack some feedback with sfx when she does the attack and another sfx when it hits an enemy would go a long way. Even just like a stock whip sound would've been good enough I think. Same for Marisa, though she at least had an sfx when the bullet was fired, but having a hit sound would've been good.

On the subject of sound, I personally liked the lack of music and ambient rain, though I understand that that's not everyone's thing. But it's nonetheless hard to ignore that there's only one song that doesn't even play for very long.

I love that the level design loops back around on itself more than a few times. The convenience that it often unlocked was fun to discover. I also love the verticality of the level design towards the end. Going over the hedge maze felt really good! Nice look back at what I had just done, while making me feel like I'm on top of the world by getting to just jump over it all after spending so long in it. Very nicely done moment.

Overall great work, I loved it~

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This was a very cute experience, and quite ambitious of a scope. This made me like Renko a lot, and hopefully that's a good way of expressing how much I enjoyed it~

I know you all don't need me to mention the bugs, so I won't lol except for one in particular. What ended up happening, I think, is that I during the Flandre game, the challenge ended on the same frame, or maybe just within a certain amount of frames, as Flandre touched me. I did briefly see the cleared message, but this caused the game to freeze on the loading screen. I thus assumed I hadn't cleared it since it hadn't felt like I did anything, it just ended suddenly and I never reloaded back into the room with Remilia.
Internally, however, the game still treated the challenge as being completed, which I didn't know due to how saving works. It just records whether the challenge has been completed without saving the state of the room when it's completed, so as far as I knew I still hadn't completed the challenge.
As it turns out, the Flandre challenge will not end if you try it again when the game thinks you have completed it. Or, at the very least, I had somehow entered a state where that was the case. You can make ever Flandre pshing into point items and it will still never end. I spent a very long time being stuck at this point, and restarting the game multiple times after beating all the Flandres and waiting while nothing happened, until I looked up a video of someone else playing it. At that point I put two and two together and realized I must've completed it at some point, and sure enough I was able to go to the last room after restarting again.

To jump off of this, what this extended play time brought to my attention was the controls. It was uncomfortable from the beginning, but, as someone who deals hand/finger pains repetitive key presses and holding keys down, playing for an extended period of time caused it to get close to pain territory. Particularly the combination of running while constantly moving, which was the whole purpose of the Flandre challenge. This would be pretty easily remedied with controller support, I feel, since this wouldn't happen if moving was mapped to a stick while, say, running was mapped to a trigger. I imagine controller support had to have been considered, but wasn't added for whatever reason. Time or maybe the lead developer doesn't have a controller themselves to test it with, stuff happens.

I'm not holding it against the game very much, though. It was a bug and partly my own fault as well that I ended up playing for so long, and the game wasn't intended to be played for that long, so no worries. I just wanted to use that anecdote to highlight the importance of controls and supporting multiple options. Sometimes it's not just a matter of convenience, but accessibility as well.

Given all of that, I want to be clear and emphasize that I still thought this was a wonderful, charming experience. The aesthetic was very cute and unique, the music was very calming and also mysterious, which fit the tone wonderfully. The writing was charming and felt very Touhou. Being the huge Sanae fan that I am, her making me laugh at the very beginning gave a very good impression, and the ending concluded it on a very heartwarming note~

In terms of the puzzles/challenges themselves, they were neat but kind of a mixed bag. Youmu's room was a straightforward platforming challenge, which in hindsight feels kind of strange given how little focus platforming has in the rest of the game. Byakuren's riddle was cute, I gave her the origami hat. I'm guessing the iron dome thing was also a solution? Though when I tried it on another run it didn't work, though maybe that was an issue with the save system somehow since I had already cleared the room. She didn't react when I brought it to her.
Aya's room was weird. I had gotten stuck here. I'm not sure if presenting a picture of the fish on the wall in any way can be a solution, but eventually I did go and take a picture of Youmu since Aya mentioned her when talking to her again. I hadn't tried this since I kind of assumed it was more of a joke than a hint. I'm not sure if there's actually a solution that involves the room Aya's in and something she says initially before talking to her again. If there isn't, then I think it's strange to basically require the player to talk to Aya again to know what the solution is.
Remilia's room, despite what I ended up doing to myself, was very funny. Suddenly being chased down by multiple Flandre's got a good laugh out of me, and I thought the puzzle was good as well! Though, I'm not sure what the actual clear requirements are. It doesn't seem like you need to actually make Flandre clone disappear? I think that might've made for a more obvious goal once you realize what happens when you take pictures of them, rather than the challenge seemingly just ending suddenly.

All in all, despite my criticisms, I think this was very good and had a very unique, charming atmosphere. Great job to all of you!

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Everyone now and then something reminds me why I love Marisa. I love the way she's written! I think using this jam's theme as a jumping-off point to explore a character in this way is a pretty natural thing to do, and it's done very well here. Excellent job.

I absolutely adore the grainy, chalk-like texture of the artwork (pardon my lack artistic lingo, I'm assuming this has a name), particularly the outlines of the characters. It almost adds this very subtle feeling like everything's out-of-focus, which makes it feel "dream-like."

Unfortunately, even with the understanding that jam games will tend to have simple gameplay, the gameplay kind of didn't vibe with me much. Particularly the floating sections. I think it might've felt more satisfying if the movement speed was faster (obviously obstacles would need to be redesigned around this). However, I will at least say that the slower speed does feel more appropriate thematically. Going zoom-zoom-zoom between platforms would've changed the tone, I think. (Would've changed to the tone of a Donkey Kong Country barrel level lol) If that was a consideration, I can see why a slower speed would be preferred.
The boss sections were more fun for me, particularly the second one. I loved the escalation of the movement necessary to avoid each pattern was well done! Though I would've preferred if I was able to choose whether or not I wanted utilize the "mercy" system. Granted, I only died once to the second boss and then in my second try only got hit once, but it still felt a little off-putting. And, while this didn't happen to me, I think I would've been frustrated if I had failed three times and then was made invincible. Since this lack of choice seems deliberate, I'm assuming there's a design-based reason for it not being optional, so I'm curious what it is.

Also, "kill yourself as quickly as possible" as the basis for a minigame got a pretty big laugh out of me lol. The mini-games were a very funny and fun addition.

The music was great, and I liked the sfx as well. The music felt very Touhou while also capturing that "dream-like" feeling, which I liked a lot.

Overall I really loved it, even if the gameplay wasn't my cup of tea. Kudos to everyone on this team, excellent job!

Adding bullet hell-ness to a platformer kind of necessitates the addition of some other ability. Effectively making Kirby's float into a faster, hold-able version is an interesting choice to incorporate added mobility that makes it easier to move around bullets. (More like Kirby 64 in which Kirby can't hover forever, and he'll eventually start falling.) Though I can't help that I missed the "oomph," or rather the strong feedback, that a more typical jump does, if that makes sense. Partly because it doesn't make a sound, but I'd say the larger part is because there isn't that initial strong force that lifts you quickly off the ground. The velocity is seemingly consistent the entire time you rise, but this does have the benefits of also making it more consistent for doing what it's intended to do, which is help you move around bullets.
This did also make bullets which were closer to the ground more threatening since you can't get out of the way as quickly as you could with a normal jump, which I thought was a novel problem to have to come to grips with over the course of the game.

Especially noticeable with the boss was that I wasn't sure if I was hitting something or not since your attack doesn't make a sound upon impact. You'd want such a sound to be pretty subtle, though, like it is in Touhou, but noticeable enough that you know you're doing damage. Feedback like that is really important.

The sprites were very cute, especially Marisa! I love her expressions.

I thought it was a fun game all around. Good job!

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What a fascinating experience. It really felt like a dream. I think you really took advantage of the inherent limitations of a game jam and turned them into a positive, and I mean that in a few ways.

I'm not sure if the lack of a title screen was a time-related choice or an artistic one, but I think it paid off not having one. The lack of... pomp and circumstance, I suppose, really set the tone.

Minimalist visuals are kind of a natural way of turning the time limit into a positive. Especially with this jam's theme since minimalist art often feels "dream-like." It's not an uncommon way of interpreting dreams in art and media. It's natural because it works so well.

The learning curve is well done. The fact that what you have to do is wordlessly communicated adds to the "dream-like" feeling. You will, most likely, eventually figure out that you have to circle the lights with fireflies because the purple bits keep spawning around them . And once I realized that, I eventually naturally thought "what if I circled the enemies?" It would've been easy to explain what you were supposed to do at the beginning with text. A lot of people would've done that, and it would've taken away from the dream-like feeling.

The last instance of this that I want to bring up is the fact the ending is just white text on black. I think it actually works well. To me it evoked the feeling that I had just woken up from a dream. Like I'm half asleep listening to someone. To use the same term from before, no pomp and circumstance.

The one thing I would change is that I think having the player speed up when they collect an egg kind of contrasts with the rest of the experience in a strange way. Kind of took my out of the flow.

You not only turned the lack of a thing(s) into a positive, but made it contribute to the theme. I don't know how much of what I've mentioned is artistic choices or just time constraints. Judging by the fact that this was submitted less than 30 minutes before the deadline, I'm gonna guess that at least some of it was the latter lol. ('m genuinely curious.) Either way, I think it really it came together in a beautiful way. I like the word "magical" that was used in another comment to describe this. Great job!

Quite fun! And it was funny! I liked that a lot.

It reminds me of Touhou 17.5, in that it's an attempt at bringing Touhou-esque boss fights into a 2D action game. But instead of your attacks/dash being able to destroy bullets, you can freeze them and then platform on them or break them. It's a fun twist.

The final phase got a laugh out of me when I realized what I was supposed to do lol
Unfortunately, I didn't really "figure  it out," and more-so just did Perfect Freeze because nothing was happening, and then I realized "oh, she literally just hit her face and fell." I was expecting a "cooldown" period during the attack since the previous phase worked like that.

To echo some previous comments, the controls felt odd to get used to. If I had to pick a reason as to why, I'd say it's because the jump and attack buttons are separated by another action button. This is pretty atypical. We're pretty conditioned to assume that, in a 2D game like this, "jump" and "primary other action besides jump" are mapped to buttons that are next to each other. Like Mario (jump and run/use Powerup) or Castlevania (jump and attack).

There's some fine-tuning that can be done which was most likely thought about, but game jam time limit and what not. Such as attacking having a hit sound effect. Which would've helped attacking feel more "satisfying" (I can't think of a better word). The animation for it was good though, which is a large part of making an action feel satisfying to do.

Also, the portraits were very good and funny and I love them and Advent Cirno.
I also like the inexplicable lore that Cirno knows what Detroit is.

Good job!

Good groundwork for a score attack game.
The aesthetic is cool. Feels like an action movie, as another comment said. The music was simple, but added to that feeling of action movie tension. However, I was encountering a problem where, when I would die and then respawn, I think what would happen was that the music would start  up again without stopping the previous track. So the music would be playing twice, essentially. I'd guess you have a script that starts when the player spawns, and the music is started from there? Just make sure to have a check for if it's already currently playing (assuming that's why this issue was occurring).

I agree with a lot of thoughts that have already been shared. Enemies spawning too close to the player, taking too many hits, it could've been clearer what exactly the player was supposed to do, etc. But I think you have a good base here to work from, and it seems like you already have a lot of ideas for how to build it up from here!

Funny that you say that you like card games. While I was playing this my YuGiOh brain was going off lol
It's cool to hear the thoughts that were behind the scenes, so thanks for the reply.

Unfortunately, I think the last level I was able to get to was the one where you have no starting hand (level 5 I believe?). Turning a top-deck war into a level was funny, albeit even more luck dependent than it already is. (I don't know if this joke will mean anything to you, but I wasn't expecting to Chaos Emperor Dragon'd in a Touhou fan game, so I thought it was funny even though I lost because I didn't draw enough attack cards lol)

I don't think it's necessarily a problem that the character cards aren't super balanced. (Though things shouldn't be so incredibly under or overpowered still, like Marisa.) Due to the nature of the game, you simply aren't always going to have the opportunity to get the best things.  Which is fine because these kinds of games are meant to be played multiple times and give varying experiences. While I haven't played it myself, what I do know about games like Binding of Isaac is that, because the weapons/items you get are random, you'll sometimes have to make due with stuff that you wouldn't normally use. Which can create novel gameplay scenarios.
For example, there was one point where I felt that the best character card to pick from early on was Youmu. Which was an interesting ability to try and plan around using.

I definitely felt the inspiration from the Touhou endings. It was a good touch!

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So addictive! So fluid! Not to mention very cute and funny. I was smiling the whole time.

The music contributed so much to the tone. Absolutely loved it. The marimba (I think that's what it is) is so funny. Gives me Crash Bandicoot vibes, which is perfect.

The movement feels great. I love that you can move at full speed while attacking. Not needing come to a stop to attack really makes the flow feel good.
And I want to mention the big smile I had on my face when I realized that the jump has a hitbox. It's not only hilarious, but actually contributes to the great flow because you can jump into and hit enemies that are above you without slowing down. And I can imagine somebody giggling to themselves as they thought to put that hitbox above the jump sprite. Just such a great (and funny) touch to character controls. I love that kind of attention to detail.

On the flipside, I want to bring up the opposite situation, essentially.  There's no way to place a hitbox below you (at least as far as I could tell). Which leads to some awkward situations which feel like they break up the flow such as this:

Basically, I have no way of hitting this enemy besides jumping over it, turning around, and then hitting it. I wanted to be able to hit it from above so bad!

Not being able to put a hitbox below you also makes some segments where you fall a large distance into an area with enemies feel essentially random whether you get hit or not. You may land on an enemy or you may not. The double jump does help since you can double jump at any point in the air so long as you haven't used it, so you can stall your landing before hitting the ground, but I think being able to have some kind of downward attack could really add a lot.
There's straightforward ways of doing this. Such as making it so Cirno can jump on top of enemies to hit them like Mario. Or giving her a downward attack when the player hold down/down in the air. But maybe these kinds of things were considered and dropped due to game jam time limits or something else.

Regardless, that's a relatively small gripe, and overall I loved it!

I quite liked it! It's a good concept for a puzzle platformer, and there's a lot of room to explore the mechanic further, I feel. (If not only for Game Jam limitations.)

I adore dynamic soundtracks, so the two versions of the level theme was great. Given the "dream" theme and the way the versions sounded, it gave me Mario & Luigi Dream Team vibes.

My biggest suggestion, taking into account that this is a game jam game so many limitations apply, is that I would've loved a variable jump height. Meaning that the longer/shorter you hold the jump button, the higher/lower you go. The high jump height and low gravity make sense given some of the puzzles. (Would be unnecessarily hard to switch modes in midair if the gravity if didn't jump as high and fell faster.) But needing to jump full height to clear 1 or 2 block heights feels a little cumbersome, for example.

I really liked it overall, though. And it feels like a great use of the theme!

I really love this concept! That said, there's definitely some things with regards to the execution which hold that concept back. I'm sure you're aware since you've played your own game more than anyone else has, but just to get it out on the table:

As this is a roguelike, RNG and random loadouts are standard things. Sometimes you will simply have to play around the fact that you have a lot of movement cards, but not much attack cards. I think this is fine in theory. Particularly if there are cards that hit multiple enemies.
To highlight this, here's a moment that genuinely made me pop-off and made my day: I had four enemies coming at me. My only attack card was the one that can chain-kill adjacent enemies. And I spent multiple turns trying to get the enemies to move in such a way to line them all up and kill them at once! It felt really great. I think the potential to bring about those kinds of moments really shows how cool this idea is. Moments like that are really the highlights of roguelikes in general...probably. (I don't play rogouelikes, so I can't say lol)

However, this moment was the exception. More than a handful of times I simply lost because I drew no attack cards. Or I drew 1 or 2, but could only kill 1 or 2 enemies while there were 3 or more coming after me. This is due in large part to the fact that the card count is skewed pretty significantly towards movement, which makes sense, but it's probably skewed too far. This has a knock-on effect of making the character cards which don't give you more/different cards or kill enemies feel much less valuable.

That said, I think it would be pretty easy to go too far in the opposite direction. That is, too easy to make enemies too consistent to beat. Otherwise moments like the one I described before become rarer and rarer. I can think of multiple things to change up the balance. Obviously having more attack cards. Or what was suggested below about having the ability to always at least be able to move to an adjacent tile. Perhaps stuff like this was considered, which wouldn't surprise me, but game jam time limit and what not. The more changes, the more balance testing would need to be done and that takes valuable time.

Anyway, I just wanted to stress how fun I think the concept is on paper, even if the execution in terms of balance could've been better. Perhaps stuff can be learned from the other card game rougelikes that are out there.
Also, the pencil line art opening pictures were very cute. I don't know to what degree it was an artistic choice vs. time constraints choice, but I thought it was pretty adorable and set a fun tone.

Good job!

Quite addictive! Freezing and then pushing the enemies into each other was pretty satisfying, in particular.

The last part of the boss is unfortunately pretty trivial by simply not moving much and grazing the big, red spear bullets. Since the line of smaller red/blue bullets just spawn around you at a relatively non-threatening distance. Comparatively the previous pattern with the rainbow bullets was much trickier.

Since this game doesn't have voice acting (which is obviously fine), it's probably better that the game pause when there's dialogue. The text was also a bit difficult to read since it's not in some kind of text box.

I also ran into some issues where the boss music would stop/not play.

Very cute Lemmings-esque game! I enjoyed the crayon aesthetic a lot. The sheep outfits/designs were also cute.

I liked the music, but unfortunately something happened and the main level theme didn't loop. This happened pretty early, so I wasn't hearing music for most of the time I was playing.

The sheep behave interestingly at ledges. A sheep will start sliding down a ledge, but since it's still "grounded", the sheep can still jump. Kind of like pseudo-coyote time. This was really cool, however, turning around did not have the same interaction at ledges which felt inconsistent.

Some thoughts on particular levels:

The one where you use the mouse to move platforms on a path. Unfortunately, the speed at which people move their cursor, even if it's very slight, is inconsistent. This results in seemingly inconsistent physics behavior from the player's perspective. I may only move my cursor slightly, but this still creates a strong "force" which propels the sheep upward. (At least I assume that's what's happening.) To be clear, though, I use a trackball mouse. Which probably makes this more noticeable since one is able to move their whole mouse with their hand/wrist more consistently than moving a trackball.

There's also the level with the two large moving platforms that go right to left. Outside of the fact that moving platforms are hard to program, the main thing I wanted to point out here is that you can't jump straight off of the first moving platform onto the right ledge without breaking the sheep. Which means you kinda have to make the sheep jump onto the edge of the moving platform and then have it walk off as it moves away. This didn't feel intended.

Since this is primarily a mouse game, I think it would've been better to be able to pause/retry with a button on the screen that can be clicked. Esc is the only key that's necessary to play, so it would've been more convenient for it to be accessible with the mouse.

I liked that jumping was slightly faster than walking, but jumping has risks since it's a long, fixed distance. It created a fun risk-reward.