Play flight simulator
Touhou Project: Wingmaiden's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Concept | #3 | 4.446 | 4.583 |
| Balance (Challenge & Fairness) | #5 | 3.759 | 3.875 |
| Gameplay | #6 | 4.002 | 4.125 |
| Overall | #9 | 4.002 | 4.125 |
| Use of LGBTQ+ Themes | #10 | 3.759 | 3.875 |
| Story / Writing | #11 | 3.678 | 3.792 |
| Audio / Music | #22 | 3.436 | 3.542 |
| Visuals | #32 | 3.315 | 3.417 |
Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
Rggcd, DAMAAction, Goop, somaticcuckoo, Makoto64, Rex, Sasa
Streaming Permission
Yes
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Comments
The cover art is really good! The aviator cap is such a fun detail on Mystia. It isn't lost on the characters during the gameplay, either; the portraits are fun and expressive, and the game area is very easy to read.
I enjoyed the two songs as well! The main audio issue that I had was some balancing on a few sounds (ex: the alarm-type ones).
Aside from that, the gameplay itself is extremely intuitive thanks to the click-and-drag controls. The strategizing aspect is fascinating, and it seems easy to play - and challenging enough to encourage trying fast times on the stages. Another favorite part is how in-depth the writing is, exploring a wide range of pairings and dynamics (although I didn't expect Byakuren to be... quite that way ^.^;).
Overall, it's an excellent entry to the jam, and a very fun game to play through! Your team did amazing work!
One of my favourites of this jam, the turn based flight combat is very fitting for something Touhou related with varied characters that all have their niches, the one song is really good, it could do with a separate boss theme but it works regardless. The writing is quite good as well, the ending has more depth than I was expecting and handles the jam theme really well, even if there's a clear choice in the ending for me lol. Overall a very enjoyable game whose concept I'd love to see fleshed out more
What a fun concept to play around with. And there is great variety with the wingmaidens you can bring along. Yamame is above my skill level clearly, but Nemuno's giant cleaver worked well for me. Bonus points for not nerfing The Boss when the player gets use them. A nice reward for playing through.
I really appreciate the writing here. Love and couples are not all sunshine and rainbows. Relationships are complicated and don't always work out the way someone wants. The message of the story hits better when it is grounded as such. And being friends is fine too.
Touhou turn-based dog-fighting was not what something I've ever thought of but this honestly goes pretty hard. Moving the girls around and having them swoop in on enemies was pretty fun, especially when it came to the boss fights. The song that plays is pretty snazzy too. The visuals remind me of old flash games, which is fun but ultimately its a bit mish-mashed. The angle the writing took is certainly interesting, and I think it's a neat idea that does pay off at the end (as much as I'd like for Kyouko and Mystia and Okuu and Orin to be all over each other). I felt like some of the characterizations were off, especially how mean Hijiri was, but that might just be personal bias.
I love the core concept and it definitely does get you thinking about a danmaku battle like (abstracted and schematised) aerial combat. Very nicely done!
The ending choice of the game elevated the writing and LGBTQ+ scores for me. The subject matter is something very relatable, and the game naturally builds to that point too. I had no idea it was building to it as well, which is even more impressive. I don't think I've ever seen a jam game from here tackle that topic.
The gameplay itself took a while to get used to, but by stage 3 I was vibing with the stage design. I like how Yamame was basically the Spear from Mario Kart Wii. I also appreciated the big swing with the boss of the final stage and thought it was suitably goofy, but that made me wish the rest of the game was as dramatic as it. One thing I really liked was the enemy spawn indicator. That feels like something most devs would add as a post-jam addition, but it's here in the base game. Such a simple thing of "spawning text with an enemy wave" makes the game much more enjoyable to play.
The presentation was also very solid. The sole level track in the game was incredible enough to carry the entire thing, though I do selfishly wish there were more songs. Although I would've appreciated more bold enemy choices, the enemies that are there are pretty charming. I especially love the "bakebake" punch and the angry expression of the Red Wonder Stone.
As of the time of writing, I think this is my favorite game of the jam. Kudos to the entire team for making it. I was left thoroughly impressed. I hope to see more games from all of you in the future.
Fantastic concept. Did any particular game inspire it? The combination of turn-based and real time reminds me of Valkyria Chronicles. This kind of gameplay has a lot of potential!
It reminds me of a wonderful classic back in 2010 called steambirds, with a neat touhou twist
Thank you!
Steambirds (The flash game) was the primary inspiration. Glad you enjoyed the game! We're thinking about adding an endless mode, so keep an eye out!
Thanks! I didn't know of it, you made a great adaptation. I look forward to that endless mode.
very unique game but i wish i could just spin in place. moving around so hard. but its a cool game and playing as murasa is sick
Funny thing is, that mechanic is already in the game. You can sometimes find enemies turning around on the spot. Unfortunately, we didn't have the time to create an interface to let the player do it. Maybe we'll add it in a future update.
Thanks for playing!
pretty cool, I like the concept, but I feel like the playing area is a bit too large, sometimes needing multiple empty turns just to get to the newly-spawned enemies on a different edge of the map. otherwise a pretty enjoyable experience!
Thanks! We made spawns alternate sides to prevent them from spawning on top of the player. We had plans for a dynamic wave spawn system, but didn't have the time to realize it.
Very interesting game!
I haven't seen that many turn based shmups, but that's not because it's a bad concept, I guess people hasn't started exploring it much yet.
good job to the team!