thank you for playing! i’ll try my best to refine the concept and polish it in future updates to be the best version it can be (most of the complaints in the review have been patched in the last few patches by the way ).
First of all, I love the music in this game, especially the boss fight music, its so energetic and fun.
The art in the game is pretty good, especially the characters art.
I like the bullet hell gameplay, might be too hard, even though it felt way easier in the second playthrough I did to try the other ability, but that's obviously because I remember the levels and already got stuck on them enough to figure them out. (Thanks for not making me go back to the first level when I died btw, because I would have lost my mind)
Both of the abilities (That you activate by pressing C) in this game are really fun! I liked them a lot!
The boss fight was the most fun part of this game for me, two things I think you should do though are:
One, give some visual indication that the cobwebs are actually being cleaned, because I didn't realize you need to clean them in order to progress.
Two, make the really small bullets the same size as the regular ones, because it feels kind of unfair that you can only hardly see them.
and thank for sticking long enough for the final boss! i’ll try to add an indicator to the goal of beating it if it’s not apparent enough and sorry for not thinking about it before publishing 🙇.
Not really, but i am aiming to polish the current game and update the visuals and current set of levels in the the future. When i do publish the final build, if it does catch on more i may revisit the idea, but right now I’m too exhausted to make more content
i played the game and holy hell is it difficult. the fact that its a platformer makes it like 100x harder. the game is really fun and cool.
my biggest complaint is that nine times out of ten, entering a yukari portal will just immediately result in a death from a bullet on the other side, so a few invincibility frames after entering the portal would be great. and yes, the other two commenters already said this and I will say it again, because the yukari portals are going to give me nightmares. speaking of yukari, you should add train
im so glad i stuck around for the final boss because it was very epic. whats the lore behind this? did sariel turn from the angel of death to the angel of asthma and is out for patchouli or something?
I would like to note about the final boss, is that the webs just spawn in the same place with no variety.
I will consider adding invincibility for the portals, altho my goal with them was to add an extra layer of challenge by forcing you to pay attention to where you’re going and coming from.
The idea i had for the plot was that the dust was a result of forgotten characters from the pc98 era resurrecting and sakuya is cleaning the mess.
Hello, good and fun game so far, I liked playing it a lot, here's some feedback in random order.
after I jump, and hold sweep in air, it doesn't start sweeping when I land. bullets are drawn on top of the black screen after game over.
you should set holding sweep button to be as fast as smashing it, everyone will externally set their controls to automatically rapid sweep anyways. hitbox should always be visible at all times, maybe lower it under the face or something even if it covers your art. showing the remaining dusts is good feature
test adding bullet sealing when next/over enemies, it would make them more fair, dodging while pointblanking can be fun, but you might end up designing patterns that dont work both close and far or add gaps where you would kill them having no dodging anyways.
first stage should have way less dust or have way more bullets or maybe just remove the stage. when falling from bottom to top of screen, add more i-frames after you land, even if the skill is to time the landing between patterns, it's not fun getting hit for it. add i-frames after you get out of bird portal, as player can't get instantly hit, also longer platform when coming out of the last bird portal next to spikes as I kept falling into spikes when spawning.
orange arrows and bullets blend in too much with the orange background, I would change them to different color. I didnt first see the teleport spawns, they might need more communication, maybe draw a line from old to new location during teleportation.
after bombing the stars should suck into you, it's not fun to manually collect them and adds no challenge. it feels awful when you miss 90% of the stars every time you bomb, because you can never reach most of them. try keeping the game going during bombs for better spacing, maybe keep spawning bullets or even cancelling new bullets into more stars during the bomb. platforms should move during bomb too.
sweeping and grazing could use something more mechanically and scoring wise, maybe the more score you get the more sands you sweep with one sweep, or maybe grazing charges a charge bar for a wind blast that clears an area around you, maybe you can launch enemies to sweep the ground with them, idk stuff like that.
anyways, it's a good and fun game even as is, dodging was fun after I got used to character's movement, jumping felt a bit floaty at first. I'd like a ducking move where I lower my hitbox to dodge straight vertical patterns. most fun stages were ones with constant patterns, they had constant spacing and easier to read and dodge patterns without any pauses. with longer pauses they could show before and when the next pattern is coming out, but the pattern that comes out will still be abstract without seeing the constant pattern, else it has less variations.
art is very cute and charming and fits together well, music is good and fitting even if its not super actiony. theme is good and creative too, maybe stuff like bird portals etc seem a bit random and could fit the library theme and background more, but they are good as is too. great work on the game so far.
i’ll try my best to refine the controls a bit more
for the point items gained from bullet cancelling with the bomb, if you were using The World they do get absorbed to you after the time stop duration is over. if this is perhaps a technical error is it possible to replicate and record it?
as for score multipliers, there are plans to add them in future updates
Cute idea overall :) I didn't experience any bugs in particular but do have some suggestions/feedback:
An indicator that lets you know you can go down a pit and appear from the top might be nice (like a down arrow above the pits or something).
A very short invulnerability period when you exit a portal would be nice imo, on account of when you enter a portal you'll get hit by a bullet that's directly above the exit. If keeping track of bullets near both ends of the portal is meant to be part of the challenge, fair enough I suppose, but it was something I noticed and went "wait a minute".
Maybe an indication of when the fairies are about to fire their bullets?
Unless the mouse/cursor ends up being able to do something, maybe make it so the little knife cursor sprite hides when the mouse isn't touched long enough.
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Fun game but man is it difficult.
thanks for playing! glad you enjoyed it!
This is actually a good game, with innovative ideas in my opinion. You can read my full review here:
https://drillimation.com/2026/04/28/sakuyas-spring-cleaning-review-a-fine-dusting-in-the-midst-of-danmaku/
holy crap a whole ass review.
thank you for playing! i’ll try my best to refine the concept and polish it in future updates to be the best version it can be (most of the complaints in the review have been patched in the last few patches by the way ).
Alright I played the game, here is my feedback:
First of all, I love the music in this game, especially the boss fight music, its so energetic and fun.
The art in the game is pretty good, especially the characters art.
I like the bullet hell gameplay, might be too hard, even though it felt way easier in the second playthrough I did to try the other ability, but that's obviously because I remember the levels and already got stuck on them enough to figure them out. (Thanks for not making me go back to the first level when I died btw, because I would have lost my mind)
Both of the abilities (That you activate by pressing C) in this game are really fun! I liked them a lot!
The boss fight was the most fun part of this game for me, two things I think you should do though are:
One, give some visual indication that the cobwebs are actually being cleaned, because I didn't realize you need to clean them in order to progress.
Two, make the really small bullets the same size as the regular ones, because it feels kind of unfair that you can only hardly see them.
Overall really really good game! you cooked! 🔥
sakuya the izayaoi
thank you for playing and for the feedback!
and thank for sticking long enough for the final boss! i’ll try to add an indicator to the goal of beating it if it’s not apparent enough and sorry for not thinking about it before publishing 🙇.
wait, is there going to be a full game for this?
i will be waiting... sakuya izayaoi...
Not really, but i am aiming to polish the current game and update the visuals and current set of levels in the the future. When i do publish the final build, if it does catch on more i may revisit the idea, but right now I’m too exhausted to make more content
its the sakuya... the izayaoi...
i played the game and holy hell is it difficult. the fact that its a platformer makes it like 100x harder. the game is really fun and cool.
my biggest complaint is that nine times out of ten, entering a yukari portal will just immediately result in a death from a bullet on the other side, so a few invincibility frames after entering the portal would be great. and yes, the other two commenters already said this and I will say it again, because the yukari portals are going to give me nightmares. speaking of yukari, you should add train
im so glad i stuck around for the final boss because it was very epic. whats the lore behind this? did sariel turn from the angel of death to the angel of asthma and is out for patchouli or something?
I would like to note about the final boss, is that the webs just spawn in the same place with no variety.
cool music. what 2hu tracks do they cover?
ok bye.
Thank you for playing!
I will consider adding invincibility for the portals, altho my goal with them was to add an extra layer of challenge by forcing you to pay attention to where you’re going and coming from.
The idea i had for the plot was that the dust was a result of forgotten characters from the pc98 era resurrecting and sakuya is cleaning the mess.
Hello, good and fun game so far, I liked playing it a lot, here's some feedback in random order.
after I jump, and hold sweep in air, it doesn't start sweeping when I land.
bullets are drawn on top of the black screen after game over.
you should set holding sweep button to be as fast as smashing it, everyone will externally set their controls to automatically rapid sweep anyways.
hitbox should always be visible at all times, maybe lower it under the face or something even if it covers your art.
showing the remaining dusts is good feature
test adding bullet sealing when next/over enemies,
it would make them more fair,
dodging while pointblanking can be fun, but you might end up designing patterns that dont work both close and far or add gaps where you would kill them having no dodging anyways.
first stage should have way less dust or have way more bullets or maybe just remove the stage.
when falling from bottom to top of screen, add more i-frames after you land,
even if the skill is to time the landing between patterns, it's not fun getting hit for it.
add i-frames after you get out of bird portal, as player can't get instantly hit,
also longer platform when coming out of the last bird portal next to spikes as I kept falling into spikes when spawning.
orange arrows and bullets blend in too much with the orange background, I would change them to different color. I didnt first see the teleport spawns, they might need more communication, maybe draw a line from old to new location during teleportation.
after bombing the stars should suck into you,
it's not fun to manually collect them and adds no challenge.
it feels awful when you miss 90% of the stars every time you bomb, because you can never reach most of them.
try keeping the game going during bombs for better spacing,
maybe keep spawning bullets or even cancelling new bullets into more stars during the bomb. platforms should move during bomb too.
sweeping and grazing could use something more mechanically and scoring wise,
maybe the more score you get the more sands you sweep with one sweep,
or maybe grazing charges a charge bar for a wind blast that clears an area around you,
maybe you can launch enemies to sweep the ground with them, idk stuff like that.
anyways, it's a good and fun game even as is, dodging was fun after I got used to character's movement, jumping felt a bit floaty at first.
I'd like a ducking move where I lower my hitbox to dodge straight vertical patterns.
most fun stages were ones with constant patterns, they had constant spacing and easier to read and dodge patterns without any pauses. with longer pauses they could show before and when the next pattern is coming out, but the pattern that comes out will still be abstract without seeing the constant pattern, else it has less variations.
art is very cute and charming and fits together well, music is good and fitting even if its not super actiony.
theme is good and creative too, maybe stuff like bird portals etc seem a bit random and could fit the library theme and background more, but they are good as is too.
great work on the game so far.
Thank you for playing and for the feedback!
i’ll try my best to refine the controls a bit more
for the point items gained from bullet cancelling with the bomb, if you were using The World they do get absorbed to you after the time stop duration is over. if this is perhaps a technical error is it possible to replicate and record it?
as for score multipliers, there are plans to add them in future updates
Finally a Touhou game I can playCute idea overall :)
I didn't experience any bugs in particular but do have some suggestions/feedback:
Thank you for playing and for the feedback!
i will try to readjust the level design in level 4 as to make the mechanic of teleporting to the ceiling from the pit in floor clearer.
as for the mouse cursor, i did remove it in the last patch i published 11 hours ago.