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Fun gimmick

Could use some rebalancing as currently holding the reimu formation is ridicolously powerfull as it allows you to actually dodge shots while concentrating all your shots into one place.

This also makes it so that the balance barely allows surviving when you’re down to a singular reimu. And recovering from that becomes pretty much impossible as you don’t deal enough damage to get more reimus. Maybe an additional power-system could fix this?

And the Boss is rather… boring. The patterns don’t have much of a bullet hell feeling. And while that charge attack is quite funny it lacks some proper indication, as on my first run when I stacked all my reimus together it just one-shottet everything.

To give the patterns a more Bullet Hell feel I would really really reccommend Sparens Danmaku Tutorials. They are focused on danmakufu but knowing how a proper danmaku engine works does give a lot of the groundwork to make pretty bullet hell patterns.

And on the topic of all reimus being one-shot I would reccommend giving some reimus invincibility in case of another getting hit. Like if a reimu gets hit 10% of the reimaining get invincibility, and on the next one being hit another 10% get invincibility. And so on. Of course the actual amoutn would need to be tweaked but it would make things a lot more forgiving.

Heyo, yeah this entire game was more of a joke project, born from how uninspiring I found the jam's themes, which were "30", "triangle", "winter" and "confession of love". Out of a bit of frustration and spite I just threw together something stupid that combined all 4 themes in a silly way. This is by far not my greatest work, it is very flawed in its concept and a lot of the game's problems come from having to control 30 Reimus at once. The ability to hold your formation only exists because trying to realistically dodge *anything* while controlling a line of 30 Reimus would be nearly impossible, and the system means that your damage will scale *30-fold* which makes for very poor balancing. Sure, there are ways I could work around that sheer difference in potential damage, but this was a jam game, and in any other situation I wouldn't even design the rest of the game in the first place to begin with.

The blandness of the bullet patterns comes from a similar place, it was because of how big your hitbox would end up being and also just to keep things simple to save time. I don't think the tutorial you sent will be necessary, as I've already developed a more intricate bullet hell system before making this game, which I took some snippets out of for the bullet behavior for this game. The issue here isn't a lack of knowledge, it's a lack of trying, lmao

I've seen a few select people complain about the boss's charge attack. The way it works is it starts spinning to let you know it's about to perform the attack, and then once it starts moving backwards and accelerates back towards you it has already locked in it's trajectory, so once you move out of the way at that point, there's a guarantee you wont get hit. It felt intuitive to me when I implemented it this way, and I feel like if I encountered an attack that works like this in another game I wouldn't struggle to read it, but I guess not every has that same expectations. Of course, I also think a large part of why people might be frustrated with the charge attack is due to how punishing getting hit by it is as it can indeed instantly end your run, which is also due to the games already flawed design. I didn't bother doing anything about it since once you know how the attack works, dodging it is basically free, and it's also kind of funny to have all your Reimus explode at once lol

Since you came from the Discord from me posting my itch link earlier, I'm assuming you just played the first game on my account that was listed, but i suggest you check out some of my other games, as they're much better in execution in my opinion (which doesn't mean they don't also have flaws, avoiding some design hiccups in such a strict time frame ain't easy after all). I think my best examples would be Drunk as I Like, Cirno's Perfect Punchout and Mokou in the Chambers of Immorality.

Anyways, thanks for commenting!

(accidentally closed window so this is me rewriting a comment in minor annoyance)

I know how jam games do end up with the most random game mechanics you don’t care about. I (miracolously) ended up with a similar game-setting as your “Drunk as I Like” in a jam, which was extremely outside of my field of gamedev. But even with those random mechanics that I don’t care about or even barely make sense I like to think about how they could be spinned into something that actually works. Is fun practice for things I actually care about (hotlinks roughly sorted from lowest to highest quality).

And sometimes I just get a little overanalytical of random jam games. Am not trying trying to be overtly critical of a jam game, am just living out a habit I like.

AAAAAAAAAAAAAAAAANNNNNNNNNNNNNND on that note: With the spinning attack I didn’t mean to say it is hard to dodge or unreadable. I meant it was specifically unreadable on the first attempt. When someone encounters a boss going spinny mode for a bit they would have no clue what the boss is about to do. In this case leading to them inevitably seeing a bunch of reimus explode. Which, while absolutely hilarious, can be rather frustrating. And due to the player being unaware if the Boss has another 5 of those attacks they can’t read on the first try it could lead to a ragequit. I personally would just add some homing indicator during the spinning so the player knows where the danger will be (of course only if I got the time for that, and also if I don’t have some special reason to keep the attack more ambigous).