Thanks for reporting the issue, we’re going to work on a fix!
Brogrammist
Creator of
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Hi Mahlyath, sorry that you had a frustrating time with the stealth segment, I’m not sure if you caught on during your time playing but you actually unlock the option to sprint with the Shift key at that portion of the game.
An instructional prompt was meant to be displayed the first time you’re spotted during each attempt, but it appears there was an bug in the display logic and it only ever blinked by once. I’m working on a fix to make that prompt more noticeable.
If you wish to give it another try, you should be able to pick up right where you left off. Otherwise, I appreciate you taking the time to leave some polite feedback despite the issues!
Thank you for releasing this for free! My game Fear the Flesh features several tracks from this pack! Players praise the unsettling atmosphere that your music made a core part of!
Hi Soadaa556 thanks for reporting the issue, this is a bug that slipped into the 1.1.0 version of the game that released immediately after the 1.1.0 devlog released. A fixed version of that same build has since been uploaded.
If you happened to have downloaded that build about 5 hours before this comment was posted, that may have been the problematic build. Please give the game another download and let me know if you experience the same issue!
Cool idea, like the opposite of a traditional bullet hell game! I think it would’ve been cool to let us press the down arrow to speed up even further, I love me some fast-drops.
The game is trivialized when you just keep running in one direction away from the missiles, but it works well as a 3-hour proof of concept.
We’ve received reports from some other users that the game has been crashing on Steam but we haven’t been able to pinpoint the issue. However, your post indicating that the game runs properly in the browser despite crashing on Steam might be the key we needed!
Thank you for playing! Hopefully we’ll have a fix out soon
Thanks for the feedback! In terms of your crashing, I’ve never run into a situation where a player can play online fine but crash in offline. Can you elaborate on the build you’re playing on (PC/Linux/Web) and the exact steps you take up to the point of crashing (do you enter/exit a menu/game before it happens)? Also do post some of your computer specs (GPU, RAM etc) just in-case
CHAOS
Interesting gameplay ideas, I appreciate that you made the absolute most out of your dev time through a cleverly thought out animation system, 4 weapons wow! I really like the fists rewarding well-timed inputs for faster punches
I still haven’t finished Elden Ring, hope I didn’t get spoiled haha
With RAID, so long as we don’t try to compete with them (charge money) on their home terf (the mobile app market) and we make sure to clearly distinguish ourselves from them so as not to confuse any potential customers, the project should probably be safe. Worst case scenario, they’ll tell us to change the name, but getting acknowledged by a big company is pretty cool so I wouldn’t even be mad.
Valve is pretty chill, and I’d be happy if they sent me an email at all
I played the OG Barkley RPG as a kid and I’m now a fulltime Game Dev. I have no skin in funding the Kickstarter nor have I toiled away on a single project for nearly the amount of time as Barkley 2, but I empathise with the hardships that come with overscoped projects.
Big respect for letting us know all of this and thanks for your contribution to pushing the demo out. It really helps provide some much needed closure.
Thank you Łukasz, this was a delightful experience. The audio work is bloody phenomenal as well.
As much as the anniversary feels like a satisfying conclusion to the Helltaker story, I’d be lying if I said that I didn’t want to see more of these sharply dressed demonesses in your future works.
Actual mobile game when?
Just fell into another Tetris phase, so I’m happy to say that I’ll be keeping Infidhells on my phone for the foreseeable future, just to scratch that Tetris itch. I’ve also been looking for a PVE RPG-style Tetris game so this really fits the bill!
I can appreciate that the game is currently very early in development but here’s some feedback since you asked;
- Please allow for alternative colour palletes, just to be a bit easier on the eyes under certain lighting conditions (staying on this itch page for too long already makes my eyes go funny). Even a grayscale option would go a long way
- Pieces move way too fast on the PC version compared to mobile (perhaps this is a bug?). Having options to customize speed of pieces would be appreciated as well
- The customizable control system you have right now is a nice start, but the ideal would be something akin to PPSSPP’s configurable touch-screen controls.
- It took me a long time before I figured out how to defeat the drone attack, maybe a description or hint in the info screen will help save some confusion from first-timers (me)?
Heya, went ahead and cloned the repo and tried to get everything working on my Rift S, with mixed results.
First off, awesome job for joining the VR Crew! The Touhou VR scene only expands thanks to the efforts of heroes such as you folk!
Gameplay wise, I like the idea of a VR-sandbox where Reimu destroys everything with her orb in the style of HRtP, it absolutely plays to the strengths of VR! The destructible environment is fun to play around with and the props in the VR scene look true to form.
Below is some feedback on your next go at VR(both the Unity project and the game)
- Try and implement snap turning for accessibility
- Keep your teleport pointer visible even when you’re not pointing at a valid teleport spot (so the player knows the button is working)
- Give your SteamVR Input names more accurate names, change the defaults ASAP. They’re used by players to rebind keys to their preferred VR device (so you don’t bind “SnapTurnRight” to “SummonOrb”)
- Hitting the radio to swap music is a cool interaction, but not so cool when collisions can happen several times in a few seconds thanks to all the debris
- Highly recommended you use SteamVR’s pre-made hands rather than a controller model. More immersion and is a very cool system to play with
- When summoning the orb, do also reset the orb’s velocity, so it doesn’t bounce away when you try to summon it. Maybe you didn’t notice since you could hold the summon button down on the Vive wand touchpad?
Wow, you’ve got a great retro platformer! There was a very steep learning curve, but finally getting over it allowed me to experience the joys of old-school movement.
My only critique is the inability to set a teleport point to allow myself to quickly reset position after failing a run, the climb and walk back to my preferred start position is always tedious and just reloading the level doesn’t cut it.
However, I do appreciate the enabling of the dev console in the final build so I could abuse noclip, allowing myself to both get a lay of the land and return myself to hard-to-reach starting positions.
Quite the hardcore platformer, and very well put together for a solo-dev project! Took me about halfway through the experience before I understood the bell/chime motif.
The combo system was interesting in that it had consequences on the story+ending but I feel like the bell bridge undermined that aspect. But perhaps it was to make it more accessible?
I would like to criticize the slash effect not being entirely representative of your actual slash hitbox, just because most of the hurdles near the end make the assumption that the player knows of their extra 1-tile range to make the most out of their jumps.
I managed to finish the game, but I admit to slowing the game down to 60% with Cheat Engine near the end, as trying to juggle myself underneath a platform is too hardcore a skill for me to burn my fingers on mastering.
If Great Fairy Pass is the Jump King of Touhou game jam games, then this is Getting Over It with Youmu Konpaku.
>Draw an In The Groove dance stage
>Call it "I can't believe it's not DDR!"
Wow you’re right!
Not even 2 seconds in and there’s already a Zelda CD-I reference my god
Bloody amazing minigames, even if the DDR one was lifted from a past work. I’d be hard-pressed to make the driving game within the jam period myself.
I will now check out your Stepmania clone, it better be playable on a dance mat
I usually don’t play RPG Maker titles and especially not math puzzles, but somehow I managed to finish both here, wow! Love the visual style you’ve got going on
I found Keine’s trivia to be exceptionally difficult though, not even the Touhou wiki was able to help me in the face of all the ZUN interview tidbits. The final phase of Wriggle’s firefly focus test filtered me as well.
















