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A jam submission

Poly PanicView game page

Sanae rizzes girls in this short touhou puzzle bullet hell for touhou pride jam 2025
Submitted by Kiroko — 1 day, 2 hours before the deadline
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Poly Panic's itch.io page

Results

CriteriaRankScore*Raw Score
Balance (Challenge and Fairness)#23.9193.919
Gameplay#34.1084.108
Use of LGBTQ+ Themes#63.9463.946
Audio / Music#73.8923.892
Overall#74.0544.054
Visuals#84.1624.162
Concept#103.8923.892
Story / Writing#123.4593.459

Ranked from 37 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team Members
Da Lazy Weeb, Kit, Kiroko, Miracle

Streaming Permission

Yes

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Comments

(1 edit)

Note: Many of my comments are written post-jam, reflecting what I saw during voting. Pardon the slow follow-up! ^.^;

This one was quite a fun experience! It's an easy puzzle game with some cute silly writing and a lot of fluffy friends. Despite the puzzle aspect, I shared MegaPig's rhythm-game playstyle thanks to Yoiyami Dancers and Crypt of the Necrodancer, which added to the experience for me.

The only big issue that I had was that I had trouble viewing the game properly. A Unity-ism caused it to force itseslf into fullscreen on the wrong monitor, so I couldn't size it to a viewable level. That did compromise the playability of one or two of the levels. It plays well otherwise, of course - and the bullet direction markers are good QoL.

The visuals and music are also nice! Between the variety of art and the colorful text, there's a distinct cozy style & personality to them. That pairs well with a delightful read about Sanae's endeavor and a few fun extras here and there (including some cat ears). Overall, I had a lot of fun going through this!

I really love the presentation. It's shorter than I would've expected, but what is there is very polished, stylistically.

To echo another comment, with the exception of the final stage, unfortunately I think that generally it's enough to just not get hit by bullets with each move, and move closer to the goal, and generally a stage will just be naturally solved by doing that. Which is to say, there just aren't many cases where the optimal movement at a specific turn leads to a wrong answer. Some remedies have been brought up, like a turn limit, or forcing each action to be taken in some amount of time (IE playing to a rhythm), though those would kind of fundamentally change the game I think. Also, while they would make the individual actions "harder" or just more interesting, I don't think it would solve the fundamental issue of forward-thinking usually not being necessary.  I think that would probably require purposefully incorporating more "wrong answers," and having more obstacles/mechanics besides the fairies, so that there's more unique things to keep track of.

Regardless, I still enjoyed it. Nice work. Sanae gaming

Submitted(+1)

Yoiyami Dancers taught me well. Kudos to you for figuring out how to make a rhythm game without actually having to program rhythm.

Oh my goodness, you too? That, plus Crypt of the Necrodancer for me. But also very much Yoiyami Dancers. *u*

Submitted

The cutesy art and music and writing turned off my brain and almost made it impossible for me to progress :D

It's interesting trying to maneuver my way around the levels to the end, which is fun! I don't see a lot of stuff involving polycule, so that's a slight change of pace.

I got interested in trying this game because someone was trying to beat the levels on the beat, though I wish the game tried to recognize that somehow for a bonus challenge!

Submitted(+1)

The presentation is superb, although there is something that feels a bit disturbing about walking into bullets. It'd take some getting used to if the game was longer and more challenging. It feels basically impossible to screw up the puzzles until the final stage, where there are sections of the map where you just can't get out without getting hit. I didn't really try thinking ahead, though, since it was enough to just make sure to not walk into a bullet the next turn.

Probably could have used a limit on the number of moves you can make to force the player to think. Also, very impressive and polished look with what I assume is a limited amount of assets. I have no idea how to do non-sprite animation like this but you absolutely killed it and its a major contributor to how polished the game looks imo.

Submitted(+2)

For some reason I thought you had to play along the rhythm for half the game until I notice you can take all the time in the world, and even then the music is so catchy that I just wanted to rush it either way-my silly ass was dying again and again in the same ways. The story and dialogues are silly but they are more than enough and it makes you choose answers for the sake of seeing what happens and not winning even if that entails trying and failing again. 

My favorite part: It feels hard but it is actually very entrancing and relaxing for some reason. Since the levels are short, you don't feel bad by losing so you just keep trying and trying again and I found that hypnotic. 

PD: I didn't record my results, I didn't know they were until I saw screenshots on discord :")