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yiEPS

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A member registered May 03, 2020 · View creator page →

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Why do my lives keep melting. Where are my i-frames.

Besides that, I was liking the vibe.

1.3 should be coming out today (or tomorrow) and clarify a few things. Thanks for playing!

Thanks for playing! 1.3 will fix Kogasa's night 4 idle animation, which is bugged (she's supposed to be lying down, but not like that.)

Thanks for playing! Yeah, MZ3D is a plugin I used to make the game and it is browser-optimized but still much less efficient than using Unity or Godot's 3D, so it actually runs much more poorly than expected.

For the Shrine Maidens, you're actually not supposed to take action against them: however, you can bait them to some areas by causing a lot of "commotion", then do nothing there and hope they don't find your head (while searching, they won't go anywhere else).

Also, I may add an option to disable the blur and some other 3D effects in a future update.

Also also, yes, in the Kogasa (exterior) region, if you don't handle the fairies fast enough and they attack Kogasa in that area, some of them are literally impossible to reach: Distract has infinite range, but won't work on attacking fairies, and attack has a range of 12 tiles.

So basically, diligence in that area is important. If not, you have to hope Kogasa can escape to her house on time.

I'm working on a guide of sorts to better explain all of this in the next update, with a few more hints in-game as well!

Thanks for playing! 1.2 is about to implement actual jumpscares, albeit rare ones.

Thanks for playing! There'll be a game manual and more in-game tutorials in a future (probably the 1.3) update!

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I think Stage 4 is where the game really shinmed. Dunno how I was supposed to survive stage 5: am I meant to tank all the fairies' bullets or something?

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"Centipede, I'm trying to get past these blocks, but I'm too dummy thick to do so and have to go a roundabout way because of that!"

Thanks for playing! The game's largely inspired by Night Trap (1992 Sega CD game), but I can see why most people would think it's FNAF-inspired. I might add some jumpscare portraits in the next update. The game will be made more challenging as well.

Thanks for playing!

I'm hoping the AI will be fixed within a day! Everything is there, it's just that I incorrectly placed the code that's supposed to make the "Shrine Maidens" actually do those things.

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Thanks for playing! The goal is simply for both Sekibanki and Kogasa to survive to the next morning (there's a timer you can bring up on the bottom-middle of the screen). You attack the fairies away and scare humans to heal. Shrine Maidens are meant to make it hard, but their AI is currently bugged (will fix next update, hopefully).

As for why it's made in RPGMaker, I just knew how to program best in this. If I had more experience in Godot, I'd have done it in that engine instead.

Thanks for playing! I'm still working on an Extra mode with a few more levels (and a bonus ending!), but I'm glad you enjoyed the current version!

Alright, game updated to 2.1! The crash bug should be fixed, but, if you still manage to encounter it, don't be afraid to point it out.

Z and X is the standard for RPG Maker, and you can use Numpad as well if you have that. Still, I'll see if I can add configurable keybinding in the option menu in a later update (the upcoming one today is mainly for JP and French language support, as well as fixing that crash bug). Thanks for playing by the way!

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Thanks for playing! I'm working on a fix for that. One that will hopefully get rid of it once and for all (it's been plaguing my game since the first release...)

You can use the skip button 'O' to go back and try the final again, or just see the endings.

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Dang, and this is in the latest version (2.0b)? I've been trying to squash that crash bug for quite some time now. I have no clue why it also only happens with Style 3: every other style seems just fine compared to it.

I've been suspecting it's because players change style right as the bullets try to delete themselves: I changed it so that they try to despawn instead, but it seems it doesn't matter what the order is: if it's sent as they're already being deleted through the other method, the game thinks something's wrong and just goes kaput. And my theory should technically also apply to other Styles, but the game insists on it only happening with Style 3...

I guess I'll have to change the way the bullet delete themselves entirely: separately from RPGM's movement route system.

Thanks for playing by the way!

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Dang, missed one "Sen"kibanki head. I'm assuming it was a secret one hidden somewhere behind a wall?

Either way, thoroughly enjoyed it despite the physics being a bit slippery initially to me. That being said, the text scroll in the beginning felt really fast. Maybe make it slower or manual to continue it? Unless of course the hectic pace of it is intentional.

Great art, but it was a bit hard to follow the story, and some testimonies felt like they ended randomly.

I spent way too much time just completing some of these levels. Super impressive! I guess my only complaint is that Youmu's hurtbox seems to be just as big as her sprite is, when I keep thinking it's supposed to be a center pixel or something.

Finally got around to playing this. Liked the music the most for some reason, but the puzzles were great too. Although, the "head empty no thoughts" one stumped me a bit longer than I'd like to admit!

Thanks for playing! 3D was only implemented in the final hours of the initial 3 days, so it wasn't a sure thing when I conceptualized the game. You can actually opt out of it in-game if it slows your gameplay too much and see what I was practicing the levels on beforehand.

Satisfying puzzle game to complete, although I felt some of the mid-range puzzles were harder than the actual last few. Maybe I just had a brain freeze of my own, though.

145. Aunn is a good girl, but she can't last forever against such an onslaught (especially when I accidentally made her fumble early on).

A prompt in-game to state that Enter is what you use to proceed would be nice (or to make Z also work). I ended up pressing CTRL and skipped through half of the whole thing in an instant on my first play...

Also, RenMerry is sacred.

Neat idea, although I kept Snae glued to Reimu's hip as much as I could to simplify things, since she basically always takes priority when getting hit at the same time as Reimu when like that, from what I can tell.

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Had to use 2 continues, but got Hime out of the frozen lake. Biggest problem I had is that some of the bullets from a block getting hit are really to see among all the other effects (bubbles, mostly).

Otherwise, pretty basic but immersive idea!

Fun, but it felt a bit short and random, too. Why was Takane there?

Really enjoyed it! Yukari's backstory of her beginning as a disaster lesbian.

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I think it was spell 3? If it wasn't timeout after all, then I guess I just wasn't paying enough attention to where I was firing, sorry. Right, so I tried the game again, and it's because I didn't realize bomb invulnerability meant the boss became invincible too. And during that spell, I bombed a lot.

Oh, forgot to mention, I think the menu is bugged. I tried "Restart from beginning" during gameplay and while it does restart, the game seems to remain irreversibly paused when I do that, even if the menu is gone. You probably already know about this, but I just wanted to mention it just in case.

Gotta have bullets (and watermelons?) in our Touhou fangames after all!

The platforming was a bit annoying when you had to redo a lot of it (basically every time I barely missed a jump or got tagged by an attack), but otherwise a good experience. I kinda wanted one more level, but a lot of work was put into story, so I understand not wanting to pad it out pointlessly.

Really well done! I found myself focusing on dodging first, only to later try to maximize damage output at the detriment of my own safety...

I had a lot of trouble against Raiko though...especially her timeout spellcard...had to use all my continues...

(Maybe I should have abused the bomb invulnerability more)

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Thanks for playing! I'll have a full playthrough with solutions to all levels up on my Youtube channel of the same name (HakureiShrineTemple) up sometime in the future, in case you ever want to try this game again.

Also, you can skip levels by pressing the letter 'o', in case you're just interested in the ending(s) at that point.

I thought I died and the game just gave the victory scene anyway...Gameplay doesn't seem like that bad of an idea, just wish it'd last more than 5 seconds. Oh, also, controls took me some time to figure out. I was sure I'd have to use the arrow keys, but nope: it's WASD (and Space).

RIP Mai and Satono.

I almost, and probably could, beat Remi, but she cheap-shotted me in the end and I rage quit out of frustration.

I got hit by almost all of Sakuya's knives, but survived? Not sure if their damage is bugged or that was intentional.

Regardless, my biggest issue with this game is how the bullets can sometimes end up spawning "behind" your own hands, which makes it really hard to see them coming. Otherwise, pretty enjoyable gameplay.

Thanks for playing!

Hmm, I could tell there was some kind of bounce when 'drifting', but drifting itself has some kind of weird delay? Either way, it's a neat idea, just wish there was some kind of music! (Fastest lap for me was 21:35 btw)

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Very chill music and puzzles! Only issue I had is that the controls said I should press 'X' to warp when it's actually 'Shift' on keyboard (I pressed X an embarrassing amount of times before figuring that out).

I kind of wished there was a little more, but I can understand if it must have felt like all ideas had been used by the last puzzle (given the time restriction).

Speaking of which, I got pichuun'd by warping into a bullet...maybe give Renko some invul frames when she does that?

I got to Cirno, whose pattern feels unusually tough for a character like her. Apparently I was only 24% of the way through the game, which doesn't sound that far at all, so I guess I feel it'd be nice if there were difficulty options that give the player more (or less!) "health".

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What no donations does to a shrine maiden.

Thanks for playing!

Okay, I actually played it this time, and the controls are a bit more confusing than I expected for such a simple game: I feel mouse controls would make much more sense than using 'W' and 'S' and 'Enter'. There's also little that motivates me to keep going after messing up an answer, given you're forced to start over with a single mistake. And finally, the questions feel like I'm expected to have a search engine open at all times to look up their dates.