Play game
Reclaimer's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Play | #1 | 4.714 | 4.714 |
| Overall | #1 | 4.054 | 4.054 |
| Sound | #3 | 4.000 | 4.000 |
| Narrative | #3 | 4.464 | 4.464 |
| Aesthetic | #3 | 4.714 | 4.714 |
| Ambition | #6 | 4.179 | 4.179 |
| Harmony | #8 | 3.964 | 3.964 |
| Kink | #10 | 4.214 | 4.214 |
| Stealth | #20 | 3.357 | 3.357 |
| Horny | #27 | 3.500 | 3.500 |
| Novelty | #29 | 3.429 | 3.429 |
Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Stuff you didn't do during the jam
Explosions, SFX, and backgrounds were sourced from other itch user's free libraries and are listed in the credits.
Leave a comment
Log in with itch.io to leave a comment.






Comments
Very polished and impressively eye-catching presentation! There's a big variety of intricate ship designs and attack patterns to keep the gameplay fresh and interesting. The music matches the arcade action and tone very well. The generally fast projectiles and the graze area being mostly on the back of the ship limits the opportunities to charge up, but it still happened a couple of times each level for me. Ambush patterns are somewhat common where knowledge of what'll happen is more important than skill, but the short levels, infinite continues and generous checkpoints never made them feel unfair. The closeup art on the sides of the play area sets a nice flavor framing to the action, and it's neat to see it change as the story progresses. I don't know if you have plans to expand the game in the future, it already works quite well as a fully finished project, but getting to know more about the history, factions and characters between missions could be neat. It's a really well made game, these levels of completion and detail are incredible for just a single month of work!
Holy crap this is amazing! Gorgeous art and top notch gameplay. Great enemies and bullet patterns. Story is well written, interesting and well paced. And the horny stuff was excellent, merging with the ship was hot, reminds me a bit of Zone of the Enders: The 2nd Runner. Had a great time with this one!
Only thing I’d add is dpad bindings for the controller, not used to playing shmups on an analog stick or keyboard. Might have to bust out the arcade stick and try to 1cc this bad boy later.
What does it say about me that I didn’t realise how the grazing mechanics worked until rethinking on the line hinting at the masochist ship and then it clicked lmfao
Gameplay was pretty solid, before understanding how the grazing worked I was struggling but after that I mean if a shmup noob like me can beat it on standard settings after a few continues then it’s probably fair enough difficulty wise. Had fun, at times I wish I had a focus button to help with the denser patterns but I made it through anyway.
Anyway I was told by another friend to absolutely play this and holy fuck I can see why. You singlehandedly gave this friend an objectum kink btw. This game is so fuckign horny but in the way that’s not uncomfortable to me and rather pushes a lot of buttons. The bratty ship, the intimacy with it, the way they bond emotionally and then physically is just… uogh fuck yes. I need this. I need more.
Looking at some of the other comments I don't think I have anything super original to say, but DAMN this was so good, and so polished. Just really amazing on every front, especially how hard the writing hit emotionally for such a short time with the characters. Scraping by on the last boss with no lives left was super exciting, too. Just excellent work!
Omg this is really really my jam. Nice little shooter, fun politics, and the ship/pilot relation is HOOBOY. Fantastic to look at, great music. Great fuckin job
So I'm not a very experienced shmup player, so when the tutorial made the distinction between the ship's hitbox and the PILOT'S hitbox, I knew it was over for me. Seriously though, this actually felt incredibly approachable for an inexperienced player like me, and the whole experience -- the art, the story, the soundtrack (ESPECIALLY the soundtrack), and of course the gameplay -- was just a pure joy to play!
really really cool game.
the chip damage system is awesome. it feels kinky, fits into the gameplay well, and ties into the final boss in an interesting way. some of my favorite moments in the game were when i just barely (accidentally, often) dodged a whole bunch of hazards and heard the little clicking sound, and was like... dang, that was kind of hot.
i do think it is possibly a mistake to have the meter drop when you get hit for real. i feel like i was disincentivized from trying to farm chip damage early in the game as if i misjudged the distance at all it would have been a net negative. the charge shot itself also doesn't seem thaaat overpowered, so i don't think it would be bad if your progress towards it was monotonically increasing.
that said, i admittedly did play with 7 lives because i felt like i was really bad at the game (i probably could have gotten away with fewer, but i didn't know how often checkpoints would come). on fewer lives, it doesn't matter as much as you really want to avoid being hit anyways.
(edit: played through again on 3 lives. i think losing the charge still seems annoying. also, new random thought: the first level boss might have the hardest patterns)
the other reason the loss of charge felt bad to me is there were a couple "cheap" feeling enemy patterns. when something comes out of nowhere that you don't really feel like you had an opportunity to dodge, losing both a live and some charge feels bad. that said, i do think it is fair enough to have patterns in the game that simply require learning.
speaking of patterns, i really liked the variety of enemies and enemy patterns in the game. funnily enough, i don't think i figured out the horizontal guys coming out of the circle until the last level, and then i was like, "oh, neat design!"
the little story between the pilot and the ship was very cool. i legitimately teared up a bit in the scene where they were floating in space--excellent music for setting the mood. and, it was just a very cool story beat.
i will admit i have no idea what they were talking about with respect to "fishbowls."
i do think that the actual intimacy between the ship and the pilot could have been better represented in terms of gameplay mechanics. i remember a line about your focus increasing, or something, and i think it would be cool to see this reflected in an actual different feeling of gameplay (and even more so when we actually fuse together). of course, there are a million problems with that (e.g. how does the player learn muscle memory for the game if it keeps changing) but i think it's something to think about. (it's also possible it did change in some subtle way i just didn't notice.)
i do have a couple of nitpicks / additional comments.
but yeah. great job!
Damn, this is incredible. Gorgeous artstyle, the dynamic between the characters is really fun to read and believeable, and the gameplay is really solid. You should definitely turn this into a real thing later down the line, I bet it would sell incredibly well.
The only thing that didn't work out for me was the enemy placement, as some of them were clearly placed to be cheap shots you have no way of predicting. I don't mind difficult games, but chipping away at your life count just to have a semblance of difficulty is a big no. In contrast, the bosses are stupidly easy. I did die to them bc of the cheap sneak attacks, but after learning their pattern they're not much. I mean, that's fine, I'd rather take a game that's too easy than a game that's too hard.
But overall, this is an incredible job. Would love to see more in the future :)
Yeeeeaaaah sorry about eating your quarters, we had designed indicators to warn where enemies would appear from the rear and sides, but they didn't make it into the levels in time. Eventually I do want to update everything and make it a more solid and structured challenge for the real shmup heads out there.
God, I lost my mind when I realized the chip damage mechanic’s reasoning. The art is some of my favorite in the jam - so rad to have the “angelic” aesthetics on the biological invading force and turning both of those tropes on their head - and combined with great music and tight controls it made for such an exciting play experience. The relationship between Minnow and the ship is also so wonderfully built up; their progression together over the course of the game feels wonderfully natural. Also the kink content? Hoo. Incredible work - I’m not into drone kink usually, but the art and writing make it incredibly compelling. I never would of thought of this application of the jam’s theme, and I’m better off now for having seen it.
The check pointing system felt really fair, and I love the inclusion of the extra lives accessibility even though I didn’t need to use it (the game was actually easier than I expected for a bullet hell!) This is the sort of game I wish I could spend more time with but does feel wonderfully complete on its own - I’m not going to be surprised if you get top marks again this year, that’s for sure!
Yes, lol the Impact Buster it is 100% an impact play pun. The stars really aligned on the theme cuz I had this melding with the ship idea cooking for a little while, I was so glad to hear that was the theme.
It being a jam game I really didn't want to make it bullet hell hard, I was mostly going for it looking intimidating. I do want to come back and make it more of a challenge later, but still accessible for people who mainly want the story.
Totally makes sense re: the difficulty - I figured that might have been intentional, but knowing how notorious the genre is and the masochist mechanic I was genuinely surprised to die only once! A wise choice to prioritise story access, and an enjoyable one. :D
I like that you had that chip-damage mechanic in the game. And the way it was worked into the narrative was rather fun. I really enjoyed the kinky dynamic between the ship and the pilot. The emergency rescue sequence was well executed. I like that this wasn't to focused on scoring and stayed engaged with it's narrative. Finally, all the art was really nice. The checkpoints made up for the lack of extra lives as well.
All in all, pretty good.
Thank you! I’m glad you enjoyed it. I honestly have no idea how to structure shmup scoring, I know it’s a big part of the genre for serious players. But this was mostly inspired by ZeroRanger, which is super accessible and story driven and I absolutely fell in love with it.
oh my god the spritework and music is amaaaaaziiiing I loved this! I suck at shmups but I managed to get through the end (thank you for the liberal amount of checkpointing) The design and aesthetics of everything is fantastic. Of course the holier-than-thou forces use angel and seraphim motifs. Of course they do! And I love the (biomechanical? technoorganic? one of those words) sleek designs on the drones and ship too.
Thank you! I had so much fun with the soundtrack. Orion did a great job running with the religious zealot vibe and BourbonDiablo knocked it out of the park with the player art.
This one really has it all: Cute drones with a fun relationship dynamic; an interesting anti-dystopian setting; great pixel art and great sound; and, last but not least, tough but fair shmup gameplay. The amount of enemy variety in this one was impressive, and I had fun figuring out the "beam teasing" strategy that lets you take down the final boss quickly.
You've got something special here!
What the hell this was so good. You made me tear up at that pre final level scene. The writing? What? Who allowed that?
Overall a fantastic experience, super tight controls and with delightfully crafted gamefeel and story. The kink meshes so well with the grazing mechanic and the concept of mech pilots, and I was INVESTED. The cutscene banter was just the right length that I didn't have the time to cool down but still felt rewarded. The game loop is sleek as fuck. Thank you for the extra lives accessibility future: I suck at bullet hells and this made me feel like a god. By the end of the game I was only missing one life, because this allowed me the time to get familiar with everything without the pain of a die and retry.
Thank you, I loved it.
Edit: forgot to include it but it's also absurdly beautiful, I want to lick the art. And be it.
A beautifully crafted game! Very satisfying to play all the way through~ Loved every second!! ^u^
Excellent. Truly excellent. If I had to make a complaint, it would only be the need of a few more sounds here and there; but that's just a nitpick: everything about this game is just amazing. Just wonderful from beginning to end.
God yeah, sound management has been a nightmare! I'm absolutely planning to refactor my audio code later and give some of the bullets sfx too. I'm so glad you enjoyed it though, thank you!
This has all the parts of a full game, not a jam game.
Impressive! :D
Nice li'l bullet hell, the artworks are very nice and the enemy designs are sooooooo cool.
I liked the story and its themes (I love when kinky games are also social critiques or reflections of what's currently happening in the world). And the pilot-ship dynamic was fun and interesting. I really liked how you incorporated the jam's theme into the story!
This kicks total ass! I love the theming, the pixel art, the story, the music, the gameplay. Everything is concise, satisfying, and had me saying "fuck yeah" to all of it. Incredible work from you folks. Thank you for the fantastic game.
"Fuck yeah" is exactly what I want to hear when someone plays this, thank you!
An incredible game, with top-tier spritework, great visual design and storytelling (I love that some of the more humanoid Egress enemies look like giant latex bondage suits) and really solid gameplay. A short, sweet experience I would love to see get expanded later down the line.