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Touhou: TwinRhythm's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #3 | 4.381 | 4.381 |
Use of Theme | #16 | 3.619 | 3.619 |
Concept | #17 | 4.071 | 4.071 |
Visuals | #18 | 4.024 | 4.024 |
Overall | #22 | 3.643 | 3.643 |
Gameplay | #25 | 3.405 | 3.405 |
Challenge | #26 | 3.190 | 3.190 |
Story/Writing | #26 | 2.548 | 2.548 |
Ranked from 42 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
Megapig9001, WookyWok, DJThunderHeart
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Comments
Not bad of a game, but well... I don't know about combining Lane-Dodging and DDR-like genres AND heavily altering the inherent challenge of both...
I do feel like this attempt at mashing them together is a pretty good try, but it feels too easy. But at the same time, any harder than that and it may be too hard. And that's because of how these 2 genres require a good amount of focus...
While I was playing, I couldn't really get into the flow because I had to bring my focus to both dodging, hitting arrows, and most of all JAMMING TO THE MUSIC (which is A+ good). I couldn't jam to the music much though because I have to dodge and afterward hit the note. In short, I had to spend much brain power for this game and couldn't afford to let myself go with the flow. it may be too much for a rhythm-based game? Idk how the others feel about this but I'm interested to know.
Also, aren't there off-sync notes in Secret Agent 0017 and Bankiforce? I swear I hit the notes based on the rhythm, but according to my eyes, I hit them too soon? So for the rest of the song, I had to ignore the song... It pained me.
Still a good game nonetheless, I salute this bold effort to mash together lane-dodging and DDR. I've featured this game in my showcase video if you want to groove with me:
https://youtu.be/bFHWSZ1BOBw?t=7738
Very good music and art.
I really like the usage of the theme and the mix between genres here. It's a very creative use of the theme. I'm not a big fan on rhytm games, so I'm not sure on all the genre conventions, but it feels weird, that there's no indication if the hit was successful or not. Makes a hit zone a bit too vague to me.
Other than this, really like the art and the music, they're very good.
I'm so, very glad this music-centered game has the sick beats I was hoping for. One thing though, I think the Sekibanki remix had some parts where the arrows didn't align with the downbeats of the track? Not too sure about the other ones. Otherwise, simple and fun game.
This was pretty fun. I liked the music, and the charting seemed like something that'd work as a low difficulty chart in a 4-key rhythm game.
I feel that conceptually this game is less than the sum of its parts: dodging and rhythm games have very different requirements when it comes to what's good patterning, so having to dodge the same pattern you play would probably be unfeasible or unfun at higher note densities.
I thought this would break my brain but somehow I could subconsciously autopilot Mamizou while consciously handling the rest? I think your game opened my third eye or something. :P
Pretty well presented! Just needs some sound effects. The white bars on the sides of the game area kinda bothered me.
It could just be me but it felt like some of the notes didn't match the music.
Bit of a mind blown moment when I realized that the combo theme of this meant both dodging bullets and then hitting them as a rhythm game, especially with such good music and charming art (+ character descriptions!) Never seen something quite like this and it was done well; my only gripe is that there isn't any audio or visual feedback for timing notes.
rhythm bullet hell has been tried a few times before but i have never seen a game as direct as this where the arrows themselves are the danger zone, and once you get used to it it's pretty cool. the movement kinda reminds me of purple soul mode in undertale. maps would be too simple if they were standalone but work super well with the dodging since it is kind of difficult to do both
props for managing to make a rhythm game with a difficulty everybody can play, it's hard stuff.
music is good and obviously made with the rhythm element in mind, sometimes it's even best to be moving your player on the beat between the notes which is extra rad when it happens. character art is super nice and noteskin is easy to see, so good stuff all around.
only thing that messed with me was that the up and down arrows are swapped from the ddr position, but that's just a problem since i'm so used to it. oh yeah and a quick restart button would be cool
scores:
heartfelt beat: 9500
secret agent 0017: 9600 (despite being more difficult, it only has one more note. huh)
bankiforce: 17005 (tried my best but fc was not happening)
music bangs, gameplay is interesting, especially bc im not that great at rhythm games, and the descriptions of the characters were funny even though i dont know touhou in the slightest.
also q to quit is a new hotkey for me.
Really liked this one, is interesting to find some distraction from the notes with the character, but it would be more interesting if the character could "die".
It also lacks the animation when you hit a note, not a big deal, but it's satisfactory when you know you did it right, and in the same way, it feels right when you fail and you know you have to do better.
Loved the art, the music feels so nice, didn't understand the story, but still, pretty nice ddr-like game.
Gameplay:
I like the tone of the writing in this game, specifically Mamizou and Kaguya's descriptions. I find the game itself hard to play, but I have the co-ordination skills of a worm
I love the soundtrack mix of the game. It has good potential, needs more feedback and sound effects.
Perfect combination of barrage and music
Love the concept, love the execution! Art's great, and the gameplay is quite fun. It's a fun time on its own, and I feel like there's real potential here for something bigger.
My main issue is there isn't much feedback with the notes themselves - I hit them and the notes disappear, but I don't know how well I did, nor is there much feedback that lets me time it with the songs.
Probably one of the most polished games I’ve seen so far. Artworks in this game share a consistent color palette, and I was really surprised by how many tracks you were able to produce in 3 days. As others have previously mentioned this game can use a bit more polish in the mechanics but that’s understandable given the tight time budget. Overall impressive.
A really cool one, I just think the team forgot a really important thing for a rhythm game and is to penalized spamming a button, you can just literally just spam an arrow key and you will land everything successfully
Yeah; it was my first time ever designing a rhythm game. I have a lot to learn!
Creator here: We fixed an issue with fonts not showing up on some systems. If you were having that issue, please re-download the game.
I loved the art style and the remixes were pretty cool but the gameplay felt pretty clunky and didn't feel very satisfying at all compared to other rhythm games I've played. Normally Rhythm games will have some sort of feedback when you get the input incorrectly, but this was completely lacking. It also rarely felt like the actual ost matched with the arrows, that could maybe just be because of lack of feedback but it just felt like I was arbitrarily having to press the arrow keys..it didn't feel like I was in sync with the music or anything like that (I had the same result with both versions of the game).
I really enjoyed all of the other aspects of the submission, but the actual execution fell flat which personally didn't really make the experience at all enjoyable for me while playing. I agree though that I think if you polished it up and made something bigger out of it, that it would be a blast to play.
Really love rhythm games, and conceptually I think this was really really cool.
I think the lack of visual/audio feedback when you hit arrows correctly really hurts the feel of the game, it's hard to feel together with the song without any feedback. I also think the lack of a fail state in the game beyond just a low score removes any penalty that running into the arrows has. Being able to move up and down would also help with dodging, there's a couple patterns that feel really rough to dodge.
The art is really charming and the remixes are great, I'd love to see you guys take this and make something much bigger out of it. Really enjoyed playing it, though :)