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A member registered Aug 25, 2020 · View creator page →

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I was really excited to play this game: it looks amazing.

However, I think it fails as a game in numerous ways. Obviously, the controls are unintuitive and unique, but this can be work around and be made interesting. I think the biggest flaw is that the game doesn't offer clear feedback on how the player is doing. I can ram into bad bullets all day and it doesn't make me feel particularly bad about myself. It tanks by score, but I have no idea what a good score is anyway.

In order to make it more of a game, I would suggest:

  • Give the player scores to aim for. What does S-rank play look like? What looks playing badly look like?
  • Make the player feel bad for stepping on the wrong color. Better feedback. Maybe a lives system where it's possible to fail.
  • Maybe explain the controls. Like, actually explain what they really do. I figured out I can prevent the dancers from spinning around each other by moving slowly and that kind of works, but it's probably not the exciting dance you had in mind.

Additionally, I struggled with the mouse controls because I ran out of screen to move my mouse over before the dancers moved to where I needed them to. This was more of a problem for the web version, but you didn't make a Linux version of the latest version?

Maybe I'm being overly harsh. I suspect you have a cool idea that hasn't been tried before, but for a game with this structure, you need to think harder about how to make it a compelling score game. I haven't played Osu! or whatever game that somewhat inspired you, but rhythm games generally aren't afraid to kill you and steal your money if you play badly. There are good reasons for this so please consider killing me for not learning your game. I learn better that way.

Also, the bullet patterns seemed pretty uninspired, even for a game with funky controls. Please see hit game "Tewi Jumps of a Mountain and Dies GAIDEN" for an example of how funky you can make bullet patterns in a game with bad controls.

It's so cool that this exists. Amazing job!

It seems like it's a new course every time, but I wish it was possible to select stage manually for practice and fun: I am stubborn and get annoyed when I reach the pick-up limit and would have loved to be able to play a stage over and over until I got a good score. The randomized courses also make it a bit meaningless to compare scores with other players.

Best score so far is -14, but it feels like a meaningless metric due to the random courses. Also, one of the stages has a bug where the area below the mountain is set to "rough" and doesn't blow up Tewi.

This game is awesome, but really difficult. I burned so many talismans due to starting out drawing to big and not having enough space to draw the bottom half.

I had a lot of fun playing this. This is a real high-effort game in a genre that isn't well-represented even in pride jams (dating sims).
With some hints from the dev, I was able to get all the endings. The balance is very tight (if you want to go for one of the secret endings). The gameplay is quick and responsive like the Tokimeki Memorial games that inspired it, and  it's much shorter so it's not particularly annoying to replay the game to see more endings, although I was very happy with the Alice ending (MariAli for life) so that would also have been a good stopping point if I didn't want to sink some more playtime into this jam-masterpiece.

Feels good to play and has nice variety in its levels. Took me about 4 tries to 1CC after credit feeding through the game once. I loved the soccer stage (it's just like the world cup, but in hell) and I didn't love the yuri forest but I still think it adds something to the game in terms of variety even though it's either scary or a slog depending on how carefully you clear out enemies. The game is pretty much perfect for what it is.

Also, the music is absolutely amazing. The stage 2 theme in particular is incredible. "GAY LASER FROM HELL" is something I'll never forget.

Would have loved to play this but it doesn't seem to work on Linux through WINE. Failed to compile shader if I delete d3d9.dll, Failing to run with d3d9.dll, possibly due to some feature `khrLoadStoreOpNone` not being supported on my integrated graphics card.

Congratulations on finishing the game and unlocking your inner fishe.

I just watched your stream. It's funny how pretty much everyone goes for the "worst" ending despite all the warnings.

Glad you enjoyed it! You played like Tewi Jumps pro (at times!)

This was a great game. Finished on normal mode with 100% comprehension rate and I'm really proud of myself (this may be a lie). Very interesting take on Sakuya's origin. It's close-ish to common fan interpretations, which makes it easy to get into and allows the focus to be put on the not-so-typical aspects of the story. It ties up really well with Sakuya's obsession with perfection, and gives the daily struggle to keep the mansion clean an entirely new meaning. As far as Touhou jam games go, writing doesn't get much better than this. Great job!

Fun game! It's an interesting crackship that I'd never considered but that makes sense in many ways. The visuals feel more cohesive than most mega-projects and the playtime feels about right for what it is.

I found it a bit hard to judge the concept, because the gameplay is just too easy for the game itself to serve as a proper stress-test for the game design. I'm also not sure if just making the game harder would make it better, because it'd probably just collapse the number of meaningful choices to an even smaller number of optimal choices. I suspect the reason simulator games like Princess Maker and Tokimeki Memorial usually presents the player with several goals they can aim for is that this both keeps all options useful (depending on the goal the player has), and also makes for a more interesting way to up the difficulty, where a player short on resources may be forced to choose between their different goals, which is much more granular than just straight up failing the game. This game could perhaps have had an option to spend time with Yachie, which wouldn't affect the outcome of the race, but increases Yachie's affection for a better ending. This would allow for more interesting gameplay where a player who wants a better ending cannot just go all in on rigging the races.

Still, the game is excellent in every other category and the art and writing alone makes it worth playing.

Interesting and cute concept. Playing through the game twice in a row without closing it, I got a black screen instead of the results screens. I liked how expressive the fairy maids were and their expressions made it easier to remember their book preferences.

I saw your playthrough on youtube today. Thanks for recording it, and great job getting both endings!

gayming

27d3fe4bd719e4e12db05baff9c981e1

VOID SLAIN

Kind of cool. Kind of confusing but it's not so bad in practice. I think some sound effects or other in-game feedback to player action would make it more obvious when the player is doing the right thing. It's short and didn't seem very hard, but a worthwhile audiovisual experience even though it's not much of a game.

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This is sick. One of the best if not the best game I've played this jam. I love how the game used the UI to signal incoming attacks from the sides. I haven't seen it done quite like that before.
Score: 835.7

Hi score: 834570

The game feels a bit slow. The stage doesn't do much and neither does the first phase of the boss, while the second phase throws in fast bullets from behind and is pretty evil. It looks great, though, and with a few tweaks I can see it being fun. The Dash->Bomb system didn't really have a chance to shine because it felt like patterns were just intentionally designed as dash bait, or didn't have any dash-able bullets at all with nothing in-between to allow for the player to actually play with the dash. There also didn't seem to be much of a point to bombing except for damage/survival, so my bomb meter was just maxed out until the last pattern, and I couldn't take advantage of the dash bait patterns to charge meter.

I like the score item x graze multiplier bonus. It's a nice little non-linearity to the scoring system.

I loved this. The art is beautiful and the game system is interesting. Very generous with resources but the final spell was no joke (at least going in blind) so I needed that.

Is there a way to see your high score? I believe I got a high 2XXXXX.

Game looks great, very interesting and unique aesthetics. The gameplay is very chaotic and doesn't strike me as particularly well designed. The stage patterns are just pure chaos. It doesn't help that the players shot blends in with the enemy shots, and that enemies can hide behind cover in such a way that you're forced to enter lines of bullets. The boss patterns are the complete opposite: very basic and static. To compensate for the chaotic stage and lack of i-frames, the player just has like 100 lives. The boss also has a lot of health and drags on, especially if you're not aiming well with your mouse.

Not a jam winner, but has some neat ideas and enemies. I really liked the purple frogs, and the final boss is similarly cool in that it chases you down. I think the other enemies needed to be more aggressive so that the patterns would stack, because the generic enemy patterns without aimed bullets do very little on their own since they aren't dense enough.

Most obvious flaw is that enemies can spawn right on top of you. It also took me a long time to figure out that the ability exists, and it's not clear if you can or cannot dodge the walls without it since the character hitbox is not very clear.I think if you wanted the player to be forced to use the ability, you should have made the basic patterns harder rather than have a specific attack that forces its use: A forced use doesn't allow for much player expression, and it also discourages the player from using against other patterns since they need to save it for the mandatory 'is ability off cooldown' check.

I wish this game was better. It looks great but there is basically nothing happening during the stage except that you have to fight the ship's very notable inertia which makes the controls feel unresponsive and makes basic movement a scary – not that there is much movement needed to complete the game. The boss also looks great and is passable for a stage 1 boss in something like Salamander.

The game froze when the boss died.

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Lovely game! After playing for a long time, I got the following errors:

ERROR: Index p_shape = 0 is out of bounds (area->get_shape_count() = 0).
   at: area_set_shape_disabled (modules/godot_physics_2d/godot_physics_server_2d.cpp:354)
ERROR: Condition "p_name.is_empty()" is true.
   at: set_name (scene/main/node.cpp:1432)
ERROR: Element limit reached.

at which point my bullets no longer interacted with the environment or enemies and I had to suicide to end the game.
Gameplay wise, it sorely needed some timer or timer related bonus during the danmaku part, especially since you can stall forever by diving. In practice, most players are going to want to kill things as fast as possible anyway to keep the game progressing, so a timer would just ensure that they play this way and not super carefully. This aside, it's pretty much perfect? Great job!

Edit: after playing again, this is the score I got. I feel like the game could really really use some more teeth; Wakasagihime is way too overpowered and the game basically can't do anything UNLESS you get greedy with the pieces and end up not able to place anything. It's still really fun but it ends up taking too long.


If possible, please remove 'Not Ultrakill" (/jam/bullet-jam-7/rate/4564593) from my rating queue.

I contributed to the game (I'm listed under a different pseudonym) so I don't think it's fair that I rate it.

Super stylish! I'm no good with games that uses this many buttons, but I somehow got it on my second try. It's pretty awkward to jump while locking your aim. (I somehow can't clear it a 3rd time to get a time trail time on the board. Maybe I just got lucky the 2nd time?)

Glad you enjoyed it!

I saw your score post on the BHE discord and it's a good score. You definitely got what I was going for and that makes me happy.
Design wise, the game becoming unsustainably difficulty at higher levels is somewhat intended, because I don't like it when single screen games like this become a pure endurance test where the highest score is obtained by playing the longest. The idea is that most of your score will come from early levels and pushing further is a smaller optimization. (The game gets even harder at level 13. I figured it was a good cursed number. But already at level 11, your timer starts at zero.)

The scoring extends add some non-linearity to the game by letting you push further into this soft kill-screen state.

Never again

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This is really hard. It feels like the game sometimes doesn't pick the right triangle but I'm sure I'm just going insane. Interesting game at least! Clear time: 2:04 and I'm never playing that again lol. Probably took me like 30 tries. At least Letty doesn't have much life.

That boss's charge attack is surprisingly tricky. It crippled my first run into the boss fight to the point where it felt pointless to continue. I can see why they died to it on stream. Not sure what makes it so hard, I think the wind-up is just kind of long and if you start moving too early you're up against the edge of the screen with not enough time to change direction. Maybe?

Also, the stage is completely impossible without holding formation and trivial if you do. I didn't realize shift did anything at first because there is no feedback from pressing it at the start of the game when you only have 1 Reimu, so I did a few tries without shift before I stumbled upon it.

There probably is a way to make the enemies be not impossibly tanky by limiting the damage they can take per seconds, rather than giving them so much health that a single Reimu can't take them out even if she shoots at them constantly. This would make more formations viable and recovery possible.

Overall fun gimmick game. Could have been slightly more than a gimmick if it kept track of score or something, but probably not much more.

Nice first game! I'm normally not good at typing games so I expected to get absolutely destroyed after seeing the players on the Touhou Station stream struggle, but it was actually not hard.

Nice game! I managed to survive 17 waves. I'm not sure if the difficulty escalated (it wasn't obvious) but I guess at some point I got bad tower RNG and got swarmed? The towers feel like they don't prioritize the right enemies generally, and the first wave was really tough and I had to basically reset there a bunch of times before I got towers that could do reasonably well and start to accumulate a crew of bouncers.

Lovely selection of characters and cute graphics. The 'kidnap' ability felt super satisfying and the description really undersold how it just removed enemies from the game.

That's a typo, it should be "Bass of this gym".

(I actually didn't realize there were more than the Normal mode stages, accessible by pressing left/right. Have not tried it!)

Incredible game. Quite hard and a bit prone to RNG with overlapping Tewi and Eirin events, but it's super cute and fun and you can definitely get the hang of it enough that you can clear it every time. Would be nice to have a mode where you can go beyond 32 to try to get a high score or something, but I was quite relieved by the time I got to the win screen since it probably took me like 10 tries or so. Congrats on winning the jam!

Greg is easier than Joel

This is really fancy for a game jam game! Got 28/30 my first try (with 1 death in stage 2). I was curious if there were different endings based on performance so I tried a 2nd playthrough but quit after a book escaped in stage 2.

Cool game! No idea which order to prioritize the scoring objectives, but at seems speedrunning at the expense of everything else isn't the key to the highest score. I did not figure out you could convert the trees on my own but had to read this page. (In hindsight it's technically covered on the title screen but small)

Cute game!

Best clear time (so far): around 11 minutes.

Favorite enemy: happy slime guys

Best girl: Mashiro!

Thank you for your comments! It's never too late.

Ideally, I would have liked to have added an 'incoming off-screen enemy indicator' like in Deathsmiles, and also some logic to mirror waves depending on the player position to avoid spawning enemies directly on top of the player. It was on my radar, but there just wasn't enough time.

Hopefully, I can make even better shmups in the future.

I couldn't really get the game to work properly. I could move her arm but not click anything, perhaps because the actual mouse position was offset compared to the arm?

I got overwhelmed once the difficulty increased. Pretty cool concept with both directions and color mattering. Might make for an interesting rhythm game if synced to the music. That being said, I'm a bit on the fence about the correct color not matching the color of the projectile: the added difficulty of the color system makes the game more difficult to pick up, but wouldn't really add any difficulty once a player has internalized the system. It basically does the opposite of what you probably want from your difficulty curve. It's not necessarily a big deal, though, it doesn't matter much for a jam game of this scope. The animation is cute and Star is precious.