Play Mokou Puzzle game
Touhou: Immortal Tales's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Story / Writing | #5 | 4.286 | 4.286 |
| Use of LGBTQ+ Themes | #8 | 3.786 | 3.786 |
| Balance (Challenge & Fairness) | #9 | 3.643 | 3.643 |
| Concept | #11 | 3.929 | 3.929 |
| Overall | #16 | 3.821 | 3.821 |
| Gameplay | #19 | 3.214 | 3.214 |
| Audio / Music | #19 | 3.500 | 3.500 |
| Visuals | #20 | 3.857 | 3.857 |
Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
HakureiShrineTemple
Streaming Permission
Yes
Leave a comment
Log in with itch.io to leave a comment.






Comments
Those stealth cones are messed up mate.
The puzzles overall are nice, even with some jank (some of the levels have different heights, which were tricky to spot). Switching between Mokou and Keine to progress made it interesting, and using Keine's ability to solve some of the rooms is some 4D chess level strats. Overall a fun puzzle game with a neat story.
Also why did you do Urumi like that
Cute game! Very good story and nice presentation. Making and animation 3D models for a game jam is very impressive.
I thought that puzzle variety was fine for its length. The only element I’m unsure about is the logs, because they were introduced rather late, but they had good levels regardless.
I agree with other commenters here that the puzzle gameplay could be improved. Movement and actions felt a little slow, sometimes Mokou’s attacks didn’t hit youkai, and visibility cones weren’t very clear. I think that with a dedicated 3D engine you could improve on all this and add nicer lighting too.
Overall nice job.
For the gameplay here, I am not the target audience at all. Block pushing and stealth are some of my most behated mechanics in video games. But the cutscenes and the writing are so good here, I was quite motivated to work my way through them even despite some technical issues. There is a lot of personality packed into the models and their interactions on top of the script is both serious and got me to crack up a few times. A fantastic dive into Mokou's character and how Keine might have come into her life. All parts of the UI are stylized, from the title screen to the cute loading animations. Highly recommended.
It's always a fun time to see your games! The 3D characters are really nice, and I'm glad to see that you've been building on them. The storytelling here is also fascinating and paced extremely well; Mokou and Keine are characters that I've hardly seen enough of, so it's nice to see them being explored.
On the gameplay side, the puzzles are relatively simple, but the attention to level design is quite good. I remember you talking about the way that you introduced one of the objects' mechanics, just in the case that the player didn't decide to be silly with a foe earlier. That kind of approach always helps a lot with maintaining the game's flow.
This was an excellent experience all around! I look forward to seeing your next project, and what you do with your next game engine!
I don't know where to start. I think people have said it better than I have, but this is a really wonderful game. The writing was well done enough to have me hooked onto it, and honestly is my favorite part of the game. The gameplay with the puzzles, which was very clunky and froze alot (had to wait alot), was quite fun to figure out.The art/style the game has was very pleasing to see and really added to the mood of the story. The music and sound effects were also a great listen and really did contribute to the tone. And of course, the whole yuri aspect was done in a nice format. Not perfect by all means, I do have some nitpicks and issues with the game. My biggest nitpick would just be the puzzles being very samey, or following the same formula (A example of this would be the "push two boulders for both to pass through").
I don't how else to describe everything besides it being great. Besides that, I really enjoyed this game and it has become a favorite of mine next to a few others, in terms of writing, so far that I've rated.
On a side note, the game does break on browser when you reach the ending. Got distraught over this, since I was invested, but I downloaded the latest version to see the ending . But man does it suck having it be technically unbeatable at the moment without downloading anything.
Thanks for playing!
The ending glitch seems to be caused by some kind of memory leak from the unstable 3D plugin I use, sadly. I think I might be able to fix it by changing how the game moves from section to section, but it'll have to wait for post-jam.
Excellent game. It might be because it aligns so well with my personal tastes, but I'll try to be as objective as possible.
The opening music paired with the looping moon animation creates a very emotional first impression right from the start. Overall, the atmosphere feels incredibly well-crafted, with ambient sounds, a nighttime color palette, footsteps, and many other small details that come together nicely.
The soundtrack is an excellent choice, and the nostalgic feeling of the music, combined with a story told from the perspective of the past and centered around loneliness, is a winning combination. The 3D models are fantastic, and both the character expressions and animations are very well done. The backgrounds occasionally lack a bit of detail, but since they maintain the same natural aesthetic throughout the game and aren't the main focus, it feels more like a technical decision made to fit the time constraints of a game jam.
The story is one of the best I've played so far in this jam. Even though I had already read spoilers for the epilogue and what you intended, it never felt rushed. It's deep, convincing, and provides solid justification for both the characters' actions and the ending.
Interestingly, I had played Reimu and the Fantasy Mirror a few weeks ago. It was fun to discover that you were the author of that game as well. Your progress really shows!
I stopped myself from playing palworld to play this game and i don't know if i have a better compliment then that.
Honestly, this is a lovely game that should have more ratings. The animations? charming. Writing, great. Audio comlimented the game well, and the retro style is charming as well. All in all i enjoyed playing it well.
I will say sometimes some of the puzzles felt repetative, mainly the one where you had to move two boulders across a room while not being caught. but thats the only nitpick i have so far
That being said, i did only get to about act 4 as of writing this review, so i'lll have to finish it later. But yes, Very nice game so far and very impressive you maanged to make all this in about 3 weeks!
Thanks for playing!
A very nice story, definitely the best writing I've seen in this jam so far. The gameplay suffers a bit from the isometric 3d view not really fitting well with the entirely 2d grid based mechanics though, I ran into a few instances of things looking like they were on the same row when they were in fact not. I also had a crash when I exited the final level, something about a type error and events being null, so I had to replay the last section. Still, that was all worth it to see this lovely story about Keine and Mokou helping each other accept themselves.
Thanks for playing! I originally planned to add camera controls to make it easier to tell how things are aligned, but it didn't work out as I intended and I wanted to keep the number of buttons in-game simple too (Z and X only). As for the crash, I apologize.
Fun puzzles, I love the character models and the little animations they have. The story too was a pretty compelling interpretation of Mokou and Keine meeting and getting closer, which I of course love. Puzzles were usually pretty simple but still fun. The music choices were all good too.
I quite liked this game, very unique concept and story! While the game was a little clunky and unwieldy at times, I still quite enjoyed it. The only issue I had with the gameplay was that the spirits seemed to "ignore" Mokou's flames a few times, particularly when they just finished moving or when they were about to move. I also had a game crash at around level 20 I believe (it was the room with the karakasa-obake, fairy, and spirit), right before I was about to complete the level, which was a little frustrating. Also, on level 10, there appears to be a second "exit" near the start of the level, which doesn't do anything but make Mokou and Keine play their "leaving me behind" dialogues.
Would this game have been smoother had it been made entirely in Godot? Maybe. But for what it's worth, I think it's much more interesting for this game to be made in something like RPGMaker. Admittedly, I don't play a lot of RPGMaker games, but I almost couldn't believe this was one until I saw the pause/retry menus. You've stretched what this engine can do (perhaps literally, seeing as my browser was threatening to blow up on me towards the end of the game), and for what it's worth, I think that's awesome.
Speaking of awesome, I really liked the narrative in this one. Mokou's plight reminded me of a vampire's (of which I have a slight fascination with), and her struggle was very compelling. I don't often read stories dealing with Mokou's existential crisis about being immortal (mostly because I'm barely keeping my own existence together), but I truly enjoyed seeing her admit to caring about Keine and wanting to be with her, no matter how finite the time they share is. Keine never giving up on Mokou, even when she was a human, is pretty sweet to see as well.
Like I said in the beginning, this is an epic game with a unique concept and compelling story. It's a bit rough, but I think that roughness just a product of how incredible the gameplay could be, yet how it is now is almost a testament to how much effort was put into making it work. Great job!
Thanks for playing!
Oh my god, I forgot I had a second (dev) exit left in level 10. Gonna have to patch that out, lol.
And sorry for the crash: part of the reason why I'm moving to Godot is because of how little control I have over fixing them.
I played until I got an error "TypeError: can't access property "mv3d_sprite", args.target is null", it was right at the beginning of the fourth set of puzzles, when Mokou and Keine travel after the old woman recognizes Mokou,
I accidentally talked to Keine while trying to push a boulder, and then hit "x" to try to skip it, but it burned her instead. Maybe resetting the level while in dialogue is what caused it or something, I don't know.
In any case, regardless of that, this is probably my favorite entry for the jam (from the one's I've tried, which is around half of them), very unique!
Really, good job with the game!
Thanks for playing! That error might be because of a re-loading issue, as I've never encountered it during my testing, though I'm not surprised it happened: MZ3D is notoriously bad at parsing issues with its interaction with RPGMaker, so it often responds by crashing the whole thing. I actually avoided using skyboxes this time around just to lessen the chances of that happening!
I should be able to fix it by adding a clause that the player is "locked" into place while talking though, and I'll be fixing whatever else I can until then too. If you ever feel like attempting the game again, you can reload from the autosave (or your own manual save if you did one), and skip to level 19 using the Level skip trick (Hold Z and X while accessing the options menu in-game).
I came back to it and finished it, it's still my favorite game of the jam, no one is immortal, but I think most people can still relate to some part of Mokou's mentality.
Also, it's just a cute love story.
As for gameplay, the puzzles right after I left off were a bit on the low side, I find the umbrellas very unpredictable and somewhat janky, there was one specific level in which there was an umbrella, a ghost and a fairy on the right side, and I could not kill the ghost and the fairy without alerting the umbrella somehow, I had to lure the umbrella away and kinda cheese the level, almost getting caught when pushing the boulder to the left hole for the exit.
Another bad puzzle example was the one in which you have to kill 2 ghosts and then just push a rock all the way around to cross a river, more than a puzzle, that's just a chore, there's nothing to figure out, you just push the thing like 10 times.
There were some other puzzles where I felt like they were more about seeing if you could "perform fast enough" be it by killing an enemy, or moving something out of the way before an enemy sees you, while not offering something to figure out, and I feel like puzzles shouldn't be about JUST execution, but about figuring how to solve it, and once you do, it should be generally smooth and consistent, even if you still need some skill to execute the solution. (Obviously, exclude the Tori gate rooms from this, as those are combat oriented.)
The puzzles with the logs at the end were pretty cool tho.
Please take these puzzle critiques as a sign that I like this game enough to care and share some possible tips you could keep into account. Do not take it as me saying the game is bad or something like that.
Good job, and congratulations on the game! Will wait for the last 5 stages.
Thanks for finishing it! For the umbrella/lantern youkais, the idea is that you can fairly easily move around their sight, and if not, then you can use Keine to temporarily "devour" them from history while you take care of surrounding threats.
I also understand that the last five levels aren't very difficult. While they were meant to be more story-focused and not as hard as the previous 5, I had to redo them because I had to cancel their actual main gimmicks, which was bunnies that the player had to block their view with events (Boulders, mostly) to move around them, and the "special NPC" using their powers to give you the object you needed to solve the room after some time.
But no matter what I did in the code, bunnies could always see through both walls and objects, which made them impossible to deal with as planned, so I scrapped them for a gimmick that I was hoping to keep for the post-jam levels: the rolling log. The special NPC only ended up being used in the final level because it took longer to setup the effects (including its 3D model) than I expected, and was just kind of mechanically lame in hindsight (not to mention even more taxing on the engine offline).
The last 5 levels I plan to add will be more focused on challenging the player, and will also finally involve rooms that are a tad bigger than normal too, so hopefully that will be more satisfying as a finale gameplay-wise.