As others have stated - I was hoping there would be some changes between each playthrough of a level that could change the outcome and was pretty disappointed that they were single set in stone answers. I think a papers please style game like this could be fun if it was bit more fleshed out - reading character expressions or allowing players to decide against the obvious answer in order to build rapport or something.
jupiterjumper2
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I like the concept of this one a whole bunch - It's always having synergies in these types of games, having each character have an ability and seeing it interact with others is a lot of fun. That being said, my biggest gripe with the game is that it feels very much one-note in terms of the solution and getting to it. I feel like I'm sitting here spending way more time thinking about the game and the actions I could potentially take instead of playing it and experimenting, especially on the later stages when there are SO many plates to spin. Like it feels like it was designed by coming up with the answer first and then adding and removing parts over and over again until it becomes very long and convoluted and thus a "tricky" problem and I just feel that it leaves very little room for experimentation.
Awesome idea and fits well with the jam, I just wish it was a bit more dynamic and had more avenues to approach the issues from.
I was very very excited when I saw how cool the menu was and then was brought rocketing back to earth when I got to the gameplay (moestly joking of course, I'm just not the biggest fan of these sorts of percision/"rage" games if you will). That being said, it is very well made and it does feel good to make progress when I actually managed to do so but I personally have a short fuse for games like these and I will probably never "get gud" at them haha.
The art and animation is the highlight here for sure!
So the actual gameplay was actually interesting enough, but the artstyle felt like it was all OVER the place - like it felt a bit like playing insane fever dream version of bloons and I don't know how intentional that was. It was kind of jarring - I do think with some polish that this could be a really cute puzzle game.
I like the concept and the character art. I felt it was a little strange that getting bigger allowed me to have much larger jumps - seemed like that should have been reversed. I also wish enemies weren't shooting through walls and floors (also it is unfortunately very easy to scale up and clip into the roof, requiring a reset)
Overall though, I enjoyed it!
The general stylization of this whole thing is VERY well done. I also do like the 2 original games, the climbing and the powerscaling one (though some of the matchups feel a bit questionable...). I do sort of wish the 2 other games weren't directly the same as the ones from super star, though again the touhou stylization is pretty cool. Overall very well done! mini-game anthologies aren't simple to make so I applaud the effort!
Pretty darn fun! Feels fun to rack up a big number of hits and then use earthquake as a finisher - game feel is great. My only real gripes are - it feels like spamming it a bit too effective, I know it probably won't rack up as much score but just in general it feels pressing one button (and occasionally a second) is an effective strategy that makes my carpal tunnel ridden hands sad. That and I do wish there was more to it - I understand that it is a Jam game so I very much understand time constraints and I'm requesting for a full on campaign but this does feel a lot more like a tech demo for a larger game or like a "proof of concept". Again, I'm not discrediting the work that was done to make this, be proud of that, I'm simply relaying that it was good and I was excited to see it twist/turn in some way as it went on and it kind of just didn't (though the boss was a nice shakeup!)
My much much more minor gripe is: having a functioning online scoreboard but NOT a volume slider - those explosion sfx layering on top of each can get pretty violent!
Overall VERY well made and I sort of hope you expand upon the concept more in the future! Would be cool to see this as a fully fleshed out game!
Gonna double up on what CCinoWrath said below - offset and scroll speed settings would be massively appreciated for dealing with some of the more complex/compact strings of notes. I also felt like none of my notes had any impact - the song was unphased whether I flawlessly hit a combo of 50 notes or sat there doing nothing. Lastly I was kind of hoping for some twist to the basic rhythm game "hit the note" gameplay, something that made it feel more touhou, like dodging enemies to the beat (ex:Yoiyami Dancers).
The pixel art is well made and I like the concept - a Touhou rhythm game is a great idea and I hope gets more fleshed out!
As an Isaac fan, this is a really great rebuild of the game in such a short amount of time and has some pretty solid gameplay! Also as an Isaac fan, I do find myself wishing it did a little bit more to separate itself from Isaac. While not the only example, I think the biggest offender here is the setting - Touhou isn't really known too much for brickwork and stone dungeons and while there was a short narrative blurb justifying it I just think it'd feel a lot more impactful if we were descending into old hell, or a nuclear reactor, or many other iconic locations.
My own minor gripe aside, good job on this!
I think this is pretty nice for the timeline provided but I do wish there was a bit more momentum to everything. Enemies take a long time to spawn in the early waves and them only coming one at a time is not the most satisfying thing. As cyrus said, enemies occasionally can just spawn on top of you which doesn't feel great either. but the MAIN thing I find myself desiring with a game like this is some sort of movement on my attacks themselves, like moving forward slightly with each light swing or being able to briefly manipulate and add a bit of force to the direction my spin attack will go, or even the inclusion of a attack that can follow up a dahs. That being said the art style is cute and I can see the potential, so good work!
I like the visuals of this a lot and I of course appreciate the nod to the baby bowser fight from yoshi's island. The aiming seems way to volatile - I will barely hold the thing and it will go flying sometimes and just a little less will make it barely move, this was not game breaking or anything just felt a little unwieldy. The second thing was I sort of wish there was just 1 extra thing to differentiate this and make it feel like an yoshi island inspired touhou thing rather than "yoshi's island but now the characters are touhou!", maybe like more focus on dodging complicated bullet patterns or spellcards/bomb, anything really. That being said - it's still pretty damn cool!
I like the concept of this one a lot, and a Hina zelda-like is pretty neat, I do wish that the solution to 90% of rooms wasn't to stand still and spam spin until everything dies and not being able to move diagonally is totally fine but it's pretty rough when pressing 2 inputs causes you to halt in place. Other than that, This is a fun game, great job!
You caught us a little bit, we've been wanting to make a touhou style peggle game for a while and we kind of used this jam as an excuse to actually hunker down and get started on it! The theme sort of took a back seat to that and I'll definitely own up to that, but the ultimate goal is to continue this and flesh it out far beyond this jam one day. Thanks for Playing!
