Insanely polished game. I really like all the little details in it.
Valonad
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Really cool game but also extremely difficult. I think the hitbox of the enemies should be a little bigger since it seems they don't get hit unless you aim exactly at their center.
Also lack of a tutorial is a problem since I can't figure out how to heal or change weapons. I only discovered you can reload and sneak with R and C by pressing every button on the keyboard. Atleast add the controls to the game page.
The little movement pause when youmu parries is a little awkward and there is a big pixel dissonance between youmu's sprite and the background, but the game's visuals are really cute and gameplay is decent.
Though it feels weird to see a 2d game in unreal engine especially with how that engine inflates the file size.
I don't know if it's a skill issue on my part but this game seems WAY too difficult with how fast the ball moves around the screen. You practically have no time to dodge it if it comes at you other than to hit it again. And if you get into a new area it will hit so many blocks that shoot out bullets which fill the screen. If the ball moved slower it might be playable for me but currently I can't really rate the game because it really might be a skill issue and I just can't finish the game. The slow animation for continuing/restarting doesn't help either.
funny story, I didn't realize in my first game that friendly fire was in the game, so i just accidentally killed half my teamthinking my bullets would go through them instead.
A tactics game is neat, and it's impressive that it's done in a jam period. But It's very hard to see what's happening on the enemy turn or the bullet phase. Adding an option to slow those down would help a lot. Another thing is that units are very hard to distinguish. They have distinct faces sure, but their icons are so small, and all in a similar colour, that they are hard to make out. Some clearer and more distinct icons for units would be good.
As someone else said it is very hard to make tactical decisions in the game and usually ends up being a bigger number wins the battle. But I don't really know what to change to make it more. I'll just throw some ideas into the ring. Maybe give the player more info to work with? Stuff like how fast every type of bullet moves per turn, the movement of every enemy. Maybe ways to shoot that aren't straight lines. Adding some terrain to maps could also work.
One of the cooler units is the laser ones since you can plop those on the top and deny your opponent an entire section of the map. Perhaps make the game more focused on area denial?
You could also add an additional phase after the bullet phase, to see what bullets your opponent fires, where if you have spare command points, you could move units that haven't been used out of the way, but they wouldn't be able to shoot. To prepare for next round.
Pretty cool concept. The seismic laser concept is made well though it doesn't play as much of a role as it could. I was halfway through my playtime before i realized it was even a thing.
Perhaps making the map stretch out horizontally to let the seismic lasers cover a wider area, and therefore, you'd have to rely on it more to find where the oil is among the bigger map, would help. You could also dabble in making a story mode with handcrafted levels. I can think of a story boss chasing you as you try to find the oil to heal to be fun in this game.
Very janky but also very impressive to make a (kinda) working level editor game in 3 days. I have no idea how you're supposed to get high reflections or how people do get them though. The reflections seem much faster than the player when you're playing. Maybe it's a browser issue though idk.
I had lots of fun in the level editor though, even if it had lots of painful things like auto scrolling at the sides where all the buttons are. I hope people enjoy the level i made.The 20 second time limit is a bit restrictive for valid levels though.
The game ends a bit too quickly. You don't even really need to reflect the bullets except defensively (which might the intention since some of the fairies self destruct?), just surviving for a few seconds seems to end the game. But an endless mode, or atleast just making the main one last longer, would've been good.
Aside from that, the parry has a bit too much recovery cooldown to it.
I really like the art style though.
"Added emotions during dialogues." is one of the funniest changelog lines.
Would've liked if there was more of a pattern to Shinmy's movements, rather than it being seemingly random. The shot also seems to have a system that limits how much you can shoot. What determines it i dont know. Is it time or just after every reflect?
Atleast the reflect window is pretty intuitive and forgiving. You just reflect bullets as it hits Seija's hands.
Is it that the exporting problem ruined the entire game or just that it made you miss the deadline? Because if it is the latter, and the game still exists in its jam state, you can just ask one of the jam hosts on discord to let you submit the game even post the deadline. They are pretty generous regarding this stuff.
If i had a cent for every touhou game jam game where kyouko is the victim i'd have 2 cents, which isn't a lot but it's weird that it happened twice (the other one was in bird jam).
Neat concept though without a goal there isn't really much to do. The simplest thing to do with this idea is to just have the usual horror game gameplay of having to find stuff around the map to progress while avoiding the monster. Which i think could work very well with this game's mechanics.
Really fun game but also really hard, even in the easiest difficulty. I found mima to be easier than reimu but that's probably because the amount of bullets she throws at you means you can just run around while holding space to reflect all the bazillion bullets at her. Her lasers are also a lot less ambiguous. Though lasers in general i feel activate way too fast. I think atleast in lower difficulties they should be slower.
Pretty good for a first game. Some of the levels do get frustrating when you have to retry them (especially the counting one) and there is some jank with the 3d mode. Some QoL features like a faster speed to switch between modes (especially at the end) and a more consistent way to interact with enemies in and the 3rd and 4th mode would be useful. Also i didnt know it at first but the signs say different things depending on your mode which made me miss an important detail about the third mode.
But the last puzzle was really good and the endings are quite hilarious.
Thank you for your detailed comment.
Raiko's nonspells arent that hard to dodge while damage on raiko from my own playtesting. But her first two spells are designed so that you'd have to dodge more patterns if you're on the side that can deal damage to her. For the last spell i just got lazy and made her take up a random position everytime so that might be a bit frustrating lol.