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Magical Maple's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #2 | 3.929 | 3.929 |
| Gameplay Polish | #2 | 4.000 | 4.000 |
| Engagement/Fun | #3 | 4.071 | 4.071 |
| Theme Interpretation | #3 | 4.143 | 4.143 |
| Magical Girl Concept | #4 | 4.071 | 4.071 |
| Originality/Creativity | #5 | 3.929 | 3.929 |
| Aesthetics | #6 | 4.071 | 4.071 |
| Audio | #12 | 3.214 | 3.214 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the Magical Girl Genre?
A girl is called to a mystical forest where she must save it with her newly awakened 'powers of the leaf' as the chosen 'magical girl'. She can control leaves and throw them to weaken her foes.
Which theme(s) do you pick?
Thousand Leaves
How does your game fit those theme(s)?
you throw leaves from the ground as your main weapon, of which there are literally 1000 leaves every battle arena to utilise.
If you follow any of the optional challenges, elaborate as you like.
n/a
Were the assets for your game made during the jam? Elaborate as you see fit.
All art and majority of code were made for the jam during the jam (excluding some basic functions lifted from past projects). Sound and music however are from CC0 (royalty free) sources as linked on game page.
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Comments
I really enjoyed the game and the way it was presented, especially with the short story before the actual gameplay. The characters and art are really cute, and the monsters as well. I like that the challenges increase progressively, because it helps players practise and get used to the dynamics of shooting the monsters and how to kill them.
Spoilers
Personally I got really nervous when the monsters respawned just when I thought I cleared the round! I couldn’t get past the porcupine and the snake level. I managed to take down the porcupine, but did not have enough hearts to handle the two extra respawned snakes! It was a really fun experience though! 😄
Well done! I enjoyed the gameplay, both the choices of customization and the enemy abilities. The art style has a clear vision, and while the music is limited, it is pleasant. The theme implementation is creative and clever. I think if you added one or two things to switch up the pacing (e.g. a boss, an occasional unique level with hazards/puzzles or a different goal, etc.), you'd have a solid grounding for a full game.
This is one of my favorite games so far! Great art, solid design, and it's a 'complete' game!
My favorite build was leaf blowers + triple cast + strong seeking. I saved up all my leaf blowers for the start of the round, then used them to take down as many enemies as possible, then I'd mop up the rest. I beat it with this build.
My nitpick with the gameplay is that enemies have so, so much HP. It makes the first few rounds, when there's only a few enemies, seem like they take forever.
I would have liked different controls for SFX vs Music. I like the music, but some of the SFX, particularly the barking, is a bit too harsh.
Thanks for the feedback, every nitpick helps with improving the game and my design processes.
There is definitely some work to be done on the game balance to smooth out that difficulty curve. Enemy health does scale into later rounds but it is perhaps currently a bit too front loaded.
And yes, thinking back, splitting volume controls would be ideal.
The art was really cute and well done! Mechanically it works really well too just feel it needs a bit more variety in the level design though! Really good work :)
Thanks for the feedback, I can't argue with you there. It's something I'll keep in mind.
Really adorable art. Love the diversity of enemy types and the consistency of quality. The roguelike element gives it some nice replayability.
Only recommendation would be a story scene and/or mini boss here and there to show you're progressing rather than just endlessly fighting enemies.
Overall extremely impressive!
Makes me nostalgic for the browser based games I used to play as a kid.
Thank you for the feedback, yes I had originally intended to add 'boss/special' encounters every 5 rounds (halfway point and finale).
However for the jam I chose to prioritise refining the overall game experience over adding them in.
Makes sense, either way, excellent work!
Cute art, and interesting set of boons. I keep dying at the fireball wolves though, they’re really fast and my trackpad can’t quite follow. (It’s still fun.)
Thanks for the feedback, there is certainly some room for balancing.
This reminded me of Soul Knight, which I love! The art is really cute too. It would be great if there’s a way to easily aim (but I was using trackpad) using keyboard only. Overall, great game!
The controls are good and its a solid Rouge like game.
Too repetitive. How many levels have the campaign?
In his favour, enemies have variety, and the level up system give a good replay value, but with the same scenery and music, this can be boring if you play for too long time.
Thanks for the feedback, sorry the game is too repetitive for you but I appreciate you taking the time to play and review.
Outside of endless mode (for obvious reasons) there's 10 rounds before reaching the end of a run.