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A jam submission

Caissa: Advance!View game page

Fight against shadows in a magical girl auto-battler gacha
Submitted by Zactyl — 8 hours, 3 minutes before the deadline
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Caissa: Advance!'s itch.io page

Results

CriteriaRankScore*Raw Score
Magical Girl Concept#183.0193.375
Originality/Creativity#222.7953.125
Theme Interpretation#242.4602.750
Aesthetics#242.7953.125
Gameplay Polish#261.9012.125
Overall#272.2042.464
Audio#291.1181.250
Engagement/Fun#301.3421.500

Ranked from 8 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?
All characters in the game have magical powers or are wielding magic-granting artifacts. For example, Mizuki uses light blasts to shoot barrages of beams and to maneuver around quickly.

Which theme(s) do you pick?
Beloved Princess & Push Up

How does your game fit those theme(s)?
The central mechanic of the combat system involves "pushing up" into enemy lines to gain a situational advantage. / The pseudo-special event in game is about a mysterious "Princess" that Shadows are worshiping

If you follow any of the optional challenges, elaborate as you like.
Story Time: Sora has abilities based on the mythical tale of Izanagi and Izanami / Kanchigai shinaide yo ne: Reina has a tsundere bit during the psuedo-special event.

Were the assets for your game made during the jam? Elaborate as you see fit.
Reused some simple coding scripts (special effects, timers, transistions, etc) All art assets were made during the jam period. Some character sprites were edited from a previous project, ranging from doing touch ups to fit with the new upscaled height (ex: Rin, Iori, Reina) to a complete overhaul of the design (ex: Mizuki, Kiyoko, Shina)

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Comments

Submitted

Loved the variety of magical girls, it was a great selection! It seems like an interest concept, but I had trouble understanding how to play.

My first attempt I think the tutorial glitched as I got no on-screen text and nothing was happening. My second try it worked better, and my characters seemed to be auto-battling, but I could figure out how to issue commands or really take control.

I liked the gatcha elements though, always fun to pull characters and items!

Submitted

The design and look of it is very nice, I loved the pixel art! The menus seemed quite hard to navigate for me and it felt like I wasn't sure of what I was doing. After I got my team and got into the tutorial I was not sure what to do either! 

Submitted(+1)

Good Stuff

All of the little character designs are adorable, and the variety is wonderful. There are definitely some unique designs in there. I think the overall visual vision for the game is cohesive.

Navigating through the menus is quick and responsive, and the animations/transitions included look good. The layouts are nice and the stat information pop-ups are useful.

The combat animations are simple but effective.

--

Stuff to Consider

I think the thing that stood out the most to me was lack of communication with the player. Here are some examples:

Having a "Back" button in the Shop would be nice, as navigating back through "Team Viewer" isn't intuitive.

Also in the Shop, a short text explanation on the screen saying something like, "Pull characters/relics to form/equip your team," would be helpful for anyone new to this game type.

In a similar vein, when starting the tutorial, seeing the circle on the screen was a little puzzling. Once clicking it, an arrow appears, but there is no information as to what that means or what you should expect next. A text at the top with "Select a Level" would be great, and once clicking the circle consider also having the Team Select also appear (instead of requiring a third click), or a prompt like, "Choose a team for this level? Y/N".

When selecting characters for the level, you cannot see their stats/abilities, which is important for this type of game.

Developer

Thanks for playing! I'm glad that the designs all felt unique, I wanted each of them to stand out at least a little in their own way. Honestly I got kinda carried away doing designs - had to stop myself from trying new ones out or I would've run out of time to do the rest of the game!

That's a lot of good points to consider for improvement as well, a little more direction would definitely go a long way to improve playability, and there should definitely be some more snappiness with the navigation.

Submitted(+1)

I still don't quite understand how to play even after the tutorial? Can't quite make out what the tooltips say either, the text is a bit too small for me. The magical girl designs are great though!

Developer(+1)

Thanks for playing! I'm glad you liked the designs! I like to think that my character design skills have developed a bit from before.
If you don't mind my asking, could you tell me which parts you were specifically confused about (ie: stats, skills, auto battle, push / fall back system)?

Submitted

It's the push / fall back system that confused me, I have no idea what pushing or falling back is supposed to do? The tutorial mentions taking advantage of knocked down enemies and falling back to recover from being knocked down, but I never see characters on either side ever getting knocked down, and I don't seem to notice any difference whenever I push or fall back?