The visual style is really cute! I enjoyed seeing all of the illustrations when I played - and the writing was just as heartwarming. The 3D scenes are also really well laid out. All of that helped to make the world and story feel alive, which I enjoyed a lot about the game. ^.^
Play Banki game
Banki Trap's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visuals | #7 | 4.488 | 4.488 |
| Story / Writing | #7 | 3.721 | 3.721 |
| Concept | #9 | 4.233 | 4.233 |
| Overall | #19 | 3.837 | 3.837 |
| Audio / Music | #23 | 3.558 | 3.558 |
| Balance (Challenge and Fairness) | #25 | 3.302 | 3.302 |
| Gameplay | #32 | 3.326 | 3.326 |
| Use of Theme | #52 | 2.512 | 2.512 |
Ranked from 43 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
Hakurei Shrine Temple, Bread Master, cyrus, DataBitter
Streaming Permission
Comments
Nice concept! And the art is cute. Btw, is this RPGMaker??? Awesome.
The 2D art is so fucking cute. I love it.
As for the gameplay, I'm not gonna lie, I needed to read this comment section to properly understand. Still wasn't too difficult without fully understanding though.
On the penultimate night I got jumpscared by Reimu being on the workshop for the last three seconds of the night so that was fun, on the last Byakuren blasted the head at Myuren immediatedly but then there wasn't any exterminator on sight for the rest of the day. Cirno was there.
The start of night conversations seemingly cutting themselves off if you switch heads oor do an action is a bit annoying, but it haas some really funny situations like in Night 4 if you cut it off while Kogasa is lying on the ground she'll be constantly lying down after moving through the rest of the night as she goes out and about.
Pretty fun once you get the hang of how to deal with what.
Swapping between heads like security cameras is a pretty neat concept.
Regarding the gameplay, I also found it a bit confusing at first but I understood it better after playing some more. However, I didn't understand how to deal effectively with the shrine maidens and also what enabled or not the Kogasa buttons. The last night was really tense, I only had 3 heads left by the end.
As an aside, at one point in the Kogasa map, some fairies were attacking Kogasa but they seemed to be too far away to respond to either distractions or attacks.
Back on topic, it's pretty crazy to see a 3D game made in RPG Maker, I didn't know that was possible. But the 3D performance definitely suffers for it. My laptop is old but I know it can do better. If you plan to make more 3D games in the future I suggest using a dedicated engine so that you can get better performance. And in general, a blur effect can be pretty heavy on the GPU, so an option to turn it could be useful.
Finally, the art and the 3D models were very cute, and I liked the sound ambience, and overall the interaction between Banki and Kogasa was heartwarming.
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!
Played it with some FNAF ambience and I dont think I ever been more scared of Reimu its like I was waiting for a jumpscare .
I liked the art and game style and concept. but it is hard to know how to play at first. I finished to the end. but I still don't know what is happening... it would be great there are tutorial in somewhere
i genuinely have no idea what is going on or what i'm supposed to be doing in this game, art is really cute though
also how and why is this made in rpg maker
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.






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