Taking a trope that most people would want gone and using it to tell a message is a wonderful idea! I'm not best person to admire visual novels, but I loved the entire look of the game and how each character is presented. That font though... did slow me down sometimes when it came to reading the story.
Bread Master
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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
I think I saw a friend of mine play Espgaluda before...
Having Nue's shottypes be different genders is a interesting take for Pride Jam. It's a perfect fit for the occasion!
As for gameplay, I've only played Touhou when it comes to bullet hells, so maybe I'm not used to how Espgaluda does things. Took me a bit to adjust to it visually, and it also seemed like I had less... space to move around? Not quite sure how to best describe it. Loved the final spell card, and how you use the gauge reminds me of Ten Desires, but better.
Peak
The gameplay, the artstyle (which reminds me of Papa's Pizzeria), the gremlin-like energy of both Maribel and Renko, getting jumpscared by Maribel in Endless mode.
This isn't Hifuu Slop. This is Hifuu Peak.
BTW, for Endless Mode, how many drawings are there for when you're checking on Maribel (Ngl seeing the hallway the first time had me shook)
Moving the character around in a grid format is really interesting, and using what each character is known for as the mechanics makes it all the more fun. The background really stuck out to me with all the characters being shown (I thought Cirno was an enemy for a split second lmao).
Having the head pop off on the taking damage surprised me (haha), but it also made me curious if there were more segments were you would want to do it on purpose. Overall, I really enjoyed the game (and Kogabanki)!
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!
Cleared one of the stages in a voice chat and having almost the entire board covered in flames, but I still passed it.
The portraits are really cute, and the Hammer Kogasa is a neat reference. The story also feels like a Pride Jam game, but with the fact the items are tailor made also makes it fit this jam as well!
I've never play Zuma before, but it's surprisingly easier to pick up than I thought! Mixing that game's general gameplay with dodging danmaku is a fun combination that I wish this idea was expanded on in the future to make a bigger game. I'm also a fan of Ubame and the yamanbas, so having her (and Nemuno) be the playable character is a fun idea.
The concept, especially with the jam starting close to Halloween, is great! I also love the Peanuts-inspired art, especially for Lily White, and the music adds that ghoulish yet cutesy charm to it all!
For the gameplay, the control scheme did feel tricky, but after more runs it felt more and more natural. Personal best ended up being a 37. I feel like the game would be better if the timer started out longer though, to give more time getting used to the game for the first few runs.
Personally, it's tricky trying to get into pairings that I'm not used to, but at the same time it made it easier trying to see different pairings and how they interact! Trying to get a best result due to their tastes made it interesting. I know there was talk about a back button, but a log would alternatively be nice. I also wish there was something in-game to help show who was the respondent (outside of the description).
Having all the mechanics come together makes this game pretty fun! It did say kisses on the lips were double points, but I couldn't quite tell.
Having no hitbox shown while dancing makes it trickier to stop dancing and go back to dodging though. Also, it seems fun if the time kept going after you won the game to go for a higher score.
It's interesting trying to maneuver my way around the levels to the end, which is fun! I don't see a lot of stuff involving polycule, so that's a slight change of pace.
I got interested in trying this game because someone was trying to beat the levels on the beat, though I wish the game tried to recognize that somehow for a bonus challenge!

