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A jam submission

Touhou ~ By My HandView game page

Touhou's Mokou and Keine in a Ballroom Dancing Schmup
Submitted by Nitori, loib — 4 minutes, 15 seconds before the deadline
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Touhou ~ By My Hand's itch.io page

Results

CriteriaRankScore*Raw Score
Audio / Music#14.3414.341
Visuals#24.7324.732
Concept#44.4394.439
Use of LGBTQ+ Themes#73.8053.805
Overall#203.5123.512
Gameplay#302.5852.585
Balance (Challenge & Fairness)#322.4882.488
Story / Writing#382.0242.024

Ranked from 41 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team Members
Texel, Schmagons, Loib

Streaming Permission

Yes

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Comments

The orchestral arrangements were incredible to listen to while trying to figure out the gameplay! Without separate controls for the two characters (ex: left-click for one, right-click for the other), it felt interestingly like one of those unusual "learn the controls" games (vaguely like I Am Bread), and started to pick up once I started to figure it out.

The gameplay aspect felt somewhat lacking in feedback and direction. I didn't have much of a sense of whether I was doing well or not, or what I was supposed to do next - something that I tend to see a lot more in rhythm games proper (such as osu! or Rift of the Necrodancer, if you're looking for references).

On the other hand, my attention was mostly occupied by the fun visual style and how the music complements that. What this game does well, it does incredibly well, and I enjoyed it as a result. Excellent work!

Submitted(+1)

I was really excited to play this game: it looks amazing.

However, I think it fails as a game in numerous ways. Obviously, the controls are unintuitive and unique, but this can be work around and be made interesting. I think the biggest flaw is that the game doesn't offer clear feedback on how the player is doing. I can ram into bad bullets all day and it doesn't make me feel particularly bad about myself. It tanks by score, but I have no idea what a good score is anyway.

In order to make it more of a game, I would suggest:

  • Give the player scores to aim for. What does S-rank play look like? What looks playing badly look like?
  • Make the player feel bad for stepping on the wrong color. Better feedback. Maybe a lives system where it's possible to fail.
  • Maybe explain the controls. Like, actually explain what they really do. I figured out I can prevent the dancers from spinning around each other by moving slowly and that kind of works, but it's probably not the exciting dance you had in mind.

Additionally, I struggled with the mouse controls because I ran out of screen to move my mouse over before the dancers moved to where I needed them to. This was more of a problem for the web version, but you didn't make a Linux version of the latest version?

Maybe I'm being overly harsh. I suspect you have a cool idea that hasn't been tried before, but for a game with this structure, you need to think harder about how to make it a compelling score game. I haven't played Osu! or whatever game that somewhat inspired you, but rhythm games generally aren't afraid to kill you and steal your money if you play badly. There are good reasons for this so please consider killing me for not learning your game. I learn better that way.

Also, the bullet patterns seemed pretty uninspired, even for a game with funky controls. Please see hit game "Tewi Jumps of a Mountain and Dies GAIDEN" for an example of how funky you can make bullet patterns in a game with bad controls.

Submitted(+1)

Imaculate  visuals, and music is pretty nice too. Honestly a beautiful game and i can really see the apeal and respect the vision. Honestly the passion is just ozzing out of this one and i can see this being a gem of a game.


But, unfornuatly as the others mentioned, this game is held back by how wonkey it can be to  controll the dancers. Not to be that person, but if i was to make a suggestion, maybe  have it so that left click controlls  red dancer, or switches main dragging dancer, while  holding both makes them do the poss/kiss. Alternatively you could even  keep the system in place as is, but have a distinct visual indicator  of who's taking the lead (like did in the tutorial), and or maybe make them switch with a quick spin. But of course, hindsight is 20/20 and its easy to jsut suggest ideas, and a diffrent thing entirely to impliment them and see how they affect the balance of everything

Anyway i'm up at 2 am and i was planning on playing palworld but  somehow i got pulled into  these jams games, so if anything  your game dragging me away from the allure of the pals.  that's how you know you have something going for you. HOnestly, good work with this game and you got something real beautiful here, very impressive!

And remind me to stop staying up until  2 am

Developer

Thank you for your review - We actually do have the button to have the overhead indicator as from the tutorial in the lower right. The intent was that it should feel "As difficult as learning to dance", but as others have said, it was a bit of a mis-step. I do recommend giving it another try with the overhead guide re-enabled, the UI for that option wasn't particularly clear.

Forget the steep learning curve of the controls, every second that I am handholding is a score in my books, and by that logic I get infinite points. I dig the symbolism of the two of them tugging at each other equally, it speaks to how a partnership can work without one of them being the defining lead. (Takes a hit from my philosopher cigar)

I love the artwork and beautiful artstyle (especially the fact that different orientations get different pieces) and I think I'm getting a hang of the controls (they have a VERY step learning curve), the controls make it a bit difficult and the controls are still a little confusing.

I think that the beams are introduced a little early, 

An issue I have apart from the controls still being very difficult is that the mouse and the characters can get desynced on the browser version.

Very tired, so this isn't a very coherent review, sorry

The game is still very fun.

Submitted

I seemingly lost control of my characters after doing a stage and trying a different one? I couldn't move the pair anymore, although I could still click on menu buttons. Not sure if it's a known bug or something I missed. I was playing the offline Windows version, in case that's important.

As many have said before, the aesthetic is impeccable, but the gameplay is hard to learn, let alone master. I also don't think it was all that necessary to have big "beams" to avoid on top of everything else.

I'd like to add, and this is really just my own opinion and has no bearing on my rating, that I don't quite think Keine and Mokou fit as the "protags" in this kind of game. I think Touhous with a musical inclination, like the Prismrivers, Raiko or the Tsukumos, would fit better without context, or even someone like Wriggle because of how some insects "dance". 

This isn't to say I didn't enjoy Mokou and Keine being used here (I could see a case of Keine convincing Mokou to try it and having to either play as Keine to teach Mokou, or Mokou having to struggle to learn), just that I think some context would have done wonders to me why the two are dancing at all, and feels like a missed opportunity.

Developer

Thank you for your feedback!! The pairing we chose specifically because we wanted a strong color-coded pair and Moko-Keine are just a favorite pairing of mine personally. 

In response to yours and some other feedback, we updated the game to include a brief tutorial to better illustrate the mechanics, and a visual guide to better demystify the movement. I hope these adjustments assuage yours and others concerns, thank you again for playing our game!

Submitted

Impeccable aesthetic. It wouldn't be the same game with different controls, but some kind of practice mode where you can see the pivot point and the dancer's masses might help the player build intuition more easily. Turns were tricky but I think I was getting the hang of it by the end.

Submitted(+2)

The audio visual presentation are absolutely gorgeous, and I wish I could enjoy the game because of these but the controls make the game almost unplayable in the sense that the player has very little agency where the characters move, contrast to the relative level of precision required to hit the steps. Which is a shame, because I think the Art and the Music get full marks and then some.

(1 edit) (+1)

I really love the concept.

The main issue is the gameplay. As other people have mentioned, since the game revolves around a fairly complex character control mechanic, it's important for the player to understand what they're doing and how they're doing it. Unfortunately, that isn't very clear at the moment.

As for the art and music, they're excellent. Everything feels polished: the animations are smooth, the aesthetic is cohesive and elegant, and I especially enjoyed the animated scenes that play while you're dancing. The only visual element that felt a bit out of place to me was the lasers. I understand they're meant to beak your combo if you touch them while matching the color of the character, but I think there could be a more thematic alternative. Since the game is inspired by Touhou, perhaps bullets flying across the stage that you have to dodge while dancing, or some kind of silhouette that erases footprints and that can be pushed away by the player, would feel more dynamic and fit the theme better.

Going back to the gameplay, I encountered the same softlock twice where the mouse inputs stopped moving the characters. I also found the pivot points difficult to understand, which made controlling the dancers even more confusing.

Overall, I think that if these mechanics and the controls are polished, this could become a truly unique and creative gem with very few comparable games.

Great job overall. The mechanics are original, and after all, nothing ventured, nothing gained!

Submitted(+1)

I really like how the game looks! The simple yet elegant design of Mokou and Keine really stand out, especially with the artwork that shows up during Perfect steps and the results screen. I also enjoy the gremlin mode as a fun bonus.

The gameplay however feels like it takes a bit of a backseat. It's enough to allow you get through the game and enjoy the music and art (which at the very least is great!), but if someone wanted to challenge themself on the harder difficulties or want to go for a huge highscore, it feels like they have to fight the controls too much. I'm thankful that the embrace mechanic exists though!