Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Konpaku - Inaba: Picnic VengeanceView game page

Submitted by luke1235, The_Pullé (@pulleart), Rook_M, ramaseta (@ramaseta04) — 21 minutes, 59 seconds before the deadline
Add to collection

Play game

Konpaku - Inaba: Picnic Vengeance's itch.io page

Results

CriteriaRankScore*Raw Score
Use of LGBTQ+ Themes#113.6923.692
Balance (Challenge & Fairness)#133.3083.308
Gameplay#163.3463.346
Story / Writing#213.1543.154
Overall#233.2693.269
Audio / Music#263.1543.154
Visuals#333.3083.308
Concept#363.1153.115

Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team Members
Luke1235, The_Pullé, Rook, and Ramaseta

Streaming Permission

Yes

Leave a comment

Log in with itch.io to leave a comment.

Comments

(1 edit) (+2)

Note: Pardon the lengthy comment! I had a lot of thoughts... ^.^;

It's nice to have a number of different fighting options for a hack-and-slash game! I learned at the boss that some moves even reflect some bullets, although it was tricky to execute without getting hit at the same time. I did like the challenge aspect of it!

One quirk that stood out was that regular foes were easily stunlocked. Some foes might be less functional as a result, especially the white puffball creatures that would have done contact damage.

The visual aspects especially interested me! The air slashes were particularly fun, but the slashes in general had a lot of good visual *and* sound feedback. Also, Youmu's animation looks very lively, and the way that she plops down on the ground gave me a good laugh! Everything else reads easily thanks to the background painting style - and it's fun to have besides that.

On the graphic design side, I noticed a lot of very small text elements (dialogue boxes, menu, HUD), which could be solved by making UI elements larger. From there, ideas might come up on how to stylize things, such as the health/stamina bars. On the other hand, three segments to the stamina helps readability, letting the player manage it effectively.

A lot of storytelling was done right away at the start and near the end. The traditional approach works well when simply laying out a scenario without much fluff. For more in-depth writing, perhaps it can be more interspersed throughout the game. For example, between rooms, Youmu might make comments on Reisen or foes, deal with inner thoughts, or even develop off of the initial dialogue by reflecting on that conversation. The idea is to ensure that it flows well throughout the game - although otherwise, the writing did set a good premise that's easy to follow.

Oh, and the ending scene drawings are fun! I was surprised by the especially detailed one. :3

That's all to say that this was well worth playing! I hope that those... detailed thoughts help with your projects. All of you did really good work on this jam game; well done!

Developer(+1)

Hello! No need to apologise, thanks for the detailed response and for streaming the game too.

I'm glad you enjoyed the game. Recently I released an update for it that fixes many of the issues (admittedly not all the ones mentioned here as the update was dragging on a bit) and improves parts of the game.

Submitted(+2)

Yomu yerns for the platforming i suppose. All in all a fun playthough! i'd have something more creative to put here but it's midnight and i need to wake up in 6 hours. Whoopsie

Submitted(+2)

The animations were quite fun here. Especially mashing the sword swing after a jump so Youmu flaps frantically in the air.

Submitted(+3)

Tomika's game brought me here. (I also played Reisen goes Skiing which I loved >3<).

I like the tutorial and how it all leads to the final boss and I'm glad to see Kana in there although I don't know much about the PC-98 era.

My favorite Part: The unexpected ultra detail change in style in the ending

Developer

Thank you! Glad you liked it and Reisen goes skiing too.

I never really thought of it like but the main game does act as a tutorial for the final boss. Ideally I would have liked to have added more content but it does work quite well like this. 

Also pleased to see you enjoyed the ending with the style change jump scare haha. That was actually a fairly last minute addition.

Submitted(+3)

Nice kiss scene

Submitted(+2)

The take-away I got from this game is that it argues that Youmu is a top, which contradicts the appeal of UdoMyon as a double bottom pairing.


(I just hoped I'd get to shoot with Reisen too, but slashing as Youmu was kind of fun and the boss fight was fair for what it was.)

Developer

Haha this wasn't what we were going for but it did kind of turn out that way. Originally we would have liked Reisen to participate in combat but it wasn't possible in the scope of the jam.

Glad you enjoyed the hack n slash gameplay and the boss battle.

Submitted(+3)

Kana mention 🗣️ That was fun! This game has a surprising amount of combat options, and on top of that add the sword switching, wow. I remember a Youmu platformer was a fangame idea I thought about for years. I will say that I think that with some tighter physics & movement this would be really solid. Lastly, I appreciate how forgiving it is letting you restart screens without losing progress. 

I’m so happy for Reisen and Youmu.

Developer(+1)

Glad you enjoyed it and good to someone familiar with Kana :D

Thanks for noticing all the combat actions! A lot of work was putting into giving Youmu a good moveset and making all the attacks flow into each other smoothly. Also good to hear you liked the sword switching mechanic.

I'm planning on improving the game in the future. Is there a certain part of the movement you would like to see changed? e.g. grounded movement or jumping.

Submitted

Kana's theme is one of my favorites! She's a very cute character.

Personally, I enjoy platformers with instant start/stop movement and a fast jump. My gold standard is the Megaman X series in case you want a reference, but again, that's just my personal preference.