This is a devlog about Touhou Jam 6, our very first gamejam!
We built this game as a team of 4:
You can play and rate the game here:
https://itch.io/jam/touhou-jam-16/rate/3989974
We are all touhou fans. lumiere and cheese play the games, me and amai are just fans. I've known about touhou gamejam from playing this dope ass sunflower game: https://noeticnightjar.itch.io/yuuka-souls
lumiere had the idea to setup the game to be revolved around Cirno collecting ice-cream while avoiding bullets from an angry Reimu. cheese wanted to incorporate gameplay similar to papa's scooperia.
The gameplay loop was to be established as:
This was the inital mockup lumiere drew:
There is a left safe zone that is a protected area from Reimu. You are able to create ice cream in this zone.
Upon entering the left zone, you are given this ice cream creation screen.
I workshopped an alternate layout for the initial screen that involved setting the workbench at the bottom of the screen, so that the game can be arranged more like a traditional bullet hell.
The main issue with this is that, most of the screen real-estate is not being used.
So we scrapped this, and used the initial left-right full screen design.
In this day we:
We drew a first tilemap for later use, we all had midterms to complete, so we decided it would be best to finish a portion of assets beforehand.

We setup an excalidraw instance to outline the project dependencies and the main gameplay items we want.
https://excalidraw.com/#json=rmYSAvij8ssxocIhIj-_F,pjIHSvDQVkQc1ZEv0BvPKg
We decided against the scooping cream in our first image. Instead, we work with soft serve ice cream.
Initially, we thought of the ice-cream creation to be split into two screens.

The first screen involved adding the base cream and cone.
The second screen involved adding the specific toppings and doing a 'Cirno Perfect Freeze' at the end before submitting the order.
We had a few ideas:
I spent the week trying to learn FLStudio and composing for a touhou style game. Well, I didnt end up doing this since I know jack shit about music, but I learned a lot, especially from This Video Series
This is the overworld portion developed by lumiere:

I was in charge of setting up the table section. I setup a method to generate a cone, but the real trouble came in adding the cream.
I thought the most optimized method was to use particles. Godot's particle engine allows for 1M+ particles to be ran on the GPU, but the real issue is that particles cannot collide with eachother.
Well, anyways I used rigid bodies. There is no optimization to be had here. Anything will collisions must be ran on the CPU.

I also managed to setup a small ordering system.

cheese made new assets, they are pretty nice:

I took this screenshot of it being adapted to the ice-cream menu

Global handlers were setup to keep track of:

Reimu can shoot now, and you can collect items

We adapted all the bullet patterns we wanted, except for one attack that involved reimu throwing a ying-yang ball. That one takes time...
Our 4th member helped to create some nice art for the story of our game

I tried to make a logo, and failed

We pieced together the entire story. Im not going to upload it here, play the game, its sweet.
We did some final tweaks and bug fixes, and published 7 minutes before the jam ended. It was stressful haha.
This is the picture of the final game we submitted:

