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Longing's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Originality/Creativity | #8 | 3.889 | 4.125 |
| Theme Interpretation | #13 | 3.536 | 3.750 |
| Presentation (Aesthetics, Audio, etc.) | #15 | 3.418 | 3.625 |
| Magical Girl Concept | #20 | 3.300 | 3.500 |
| Overall | #20 | 3.044 | 3.229 |
| Engagement/Fun | #26 | 2.239 | 2.375 |
| Gameplay Polish | #28 | 1.886 | 2.000 |
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?
The magical girls have the power of firing magic bullets of their magic type (determined by colors). They can channel magic energy into their wands in order to reflect a magic attack, and into their uniforms to guard against fatal damage and keep their normal identities secret. All 3 have the magical ability of sustained levitation.
Which theme(s) do you pick?
Peace Walker, Phantom Pain
How does your game fit those theme(s)?
Peace Walker: Magical girls are not enemies, they are just in the way. Protagonist never initiates violence. Game can be completed without inflicting any damage. Phantom Pain: interpreted as "monster's loss" and "missing piece"; the playable character seeks to restore something they're missing by recreating the circumstances when they first experienced it.
If you follow any of the optional challenges, elaborate as you like.
A weapon to surpass: Playable character is in possession of an artifact that is the lynchpin in being able to stand up to Magical Girls.
Were the assets for your game made during the jam? Elaborate as you see fit.
Music, sounds, and font sourced from free libraries. All other assets were custom-made during the jam.
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Comments
Struggled a while until I read the tutorial.
Please leave feedback in any way you like, but I would be grateful if you could also answer these prompts for me, as detailed or as briefly (even just Y/N) as you prefer. Thank you.
1. Did you beat the game?
2. If so, how long did it take? And if not, how long until you gave up?
3. Approximately how many battles did you enter? And what was the win/loss ratio?
4. Did you encounter any bugs?
(the protagonist is not an insect despite its appearance)
5. Were there any confusing or unintuitive mechanics:
6. Optional: Changes you believe would improve your experience, or parts that you believe detracted from the game.
Shortest example:
1. Did you beat the game?
Yup
2. If so, how long did it take? And if not, how long until you gave up?
Only took slightly more than 1 minute!
3. Approximately how many battles did you enter? And what was the win/loss ratio?
Probably like 20 or 30, won like 3 of them.
4. Did you encounter any bugs?
(the protagonist is not an insect despite its appearance)
IT'S NOT A STICKBUG!?
There was like one time where 2 big magical orbs collided and then one just stayed stuck, not moving. Don't recall too well.
5. Were there any confusing or unintuitive mechanics:
(a) even after tutorials,
(b) even after/despite multiple interactions with said mechanic.
1. the aim of the game. Took a bit to understand that you're actually fighting against magical girls!
2. the city UI is rather overwhelming when it's the first thing you see in the game, the distance circles only comes into play at the end.
3. Attacking / deflecting. It took embarassingly long to realize you're not supposed to directly attack the girls but rather deflect orbs against them. Honestly thought you were supposed to just dodge stuff until the timer runs out. Very unintuitive if you don't know it beforehand.
4. Magic colors. Possibly the most confusing aspect in the playthrough. Maybe I missed something, but I thought you were supposed to attack the girls with the orbs of the color they're weak against. Imagine my suprise when they just parry it over and over again. Eventually I realized the color hierarchy really only applies to you, deflecting an orb with a weaker color just damages you and make the orb explode. The girls don't care what color hit them as they seem to parry most attacks anyways.
5. Sealing at the end. I thought the girls would be at 3 different buildings since the response times can be different depending on the day but apparently they're all in one place. Some were just sleeping when the alarms hit it seems. Once you know this, it kinda trivializes the final guessing by just finding the time of the day where the response times are the same.
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6. Optional: Changes you believe would improve your experience, or parts that you believe detracted from the game.
Even knowing the mechanics, there's still a lot of waiting around: collecting energy, waiting for the girls to arrive, waiting for them to attack. Makes for a slightly tedious experience. Perhaps there can be other sub-goals in the fights beyond getting the response times? Like collecting stuff or challenges that make the actual fights more engaging rather than just waiting out the clock. Perhaps there are already defense systems at the invasion location that you fight before the girls come. Stuff like that.
Despite a pretty rough playthrough, I do like the concept of the game and the deduction-based gameplay interspersed with action sequences. With better guidance through the game and some polishing, you have a solid gameplay loop in your hands.
Absolute cinema ending btw.
Thank you for taking the time for the very detailed feedback. It’s all I’ve ever sought from joining a game jam.
I have follow-up questions, in looking for the balance of improving without overcorrecting, if you can spare some more time. Also have some explanations for some of your mentions.
But it turned out to be close to 1000 words. And that feels like imposing.
So I’ll put only my gratitude here.
And the rest in a second collapsible, ignorable comment. Purely for the record. This was already very insightful, so no pressure.
Thanks for playing.
Additional questions and explanations
Some lines are just explanations. Ctrl+F for the question marks if you don't want to read all that.Amazing.
Was it closer to 30 or 60 minutes? Or even more?
A little alarming. That’s much higher than I projected (~15 as a worst case scenario). Would you lose quickly? Or on purpose? What was the win-loss record once you had a grasp on all the mechanics? What specifically would defeat you (attack speed too fast, too many attacks at once)?
I guess it looks a little weird, but not a bug. The speeds combine for two attacks of the same color type, so opposite directions cancel out. If anything I wanted this situation to happen fairly frequently, so they could become field hazards, ad-hoc shields and reserve bullets for the player.
Violence is a choice, peace walker. But actually, I didn’t want to lead the witness/player on fighting. (Poor balancing and timing design for pacifist attempts means they have to fight or else be bored out of their minds, but that’s secondary to the point).
The pause menu has the controls, which should double as a tutorial for possible player actions. I had thought of forcing the pause menu open at the start of the first battle to enforce that tutorial, but I did not like it. Will revisit, or improve signage that the controls are in the pause screen.
(edit: controls dialog shown before first battle in update)
How long? One minute? Two battles? Half the game?
There’s a sound effect for invalid actions, like walking into a tree, walking offstage, attacking MGs. Kind of drowned out by the bgm, though.
There is a design flaw here but it’s not quite this.
It’s fairly standard in combat systems that a parry prevents taking damage.
The MGs parry with physical blows so they don’t take damage on a successful parry even if they’re the weaker type, because they weren’t hit. Meanwhile the player parries with magic, so they do take damage if and only when they parry with the weaker type.
When the MGs fail the parry and do take damage, they take double damage from the stronger color type. And there’s the design flaw: I didn’t want to give the girls hp bars. But then I should have given some other audiovisual cue to convey the increased damage. Instead I bet on the player ‘noticing’ the stronger colors would defeat them in, for example, 2 hits instead of 5. Shrugged it off originally because it’s just a bonus for the more observant player and neutral for everyone else*. But if it leads to player confusion on the overall system I have to change something.
(edit: added double damage feedback in update)
* = because there’s damage bonuses but no damage penalties (when magical girls get hit by the weaker color they still take full damage).
That’s not trivializing the guess, that’s solving the objective.
The response times are different when they arrive from different places. They’re in different places at different times of the day (different schools, jobs, or homes), but all three girls share one of those locations (so the plot can happen).
In order to use your only seal effectively, you are probing when and where they’re all together. (Whether they have the same job, study at the same school or sleep in the same building) (while not knowing what the concepts of school and work are).
Question on your playthrough: did you ever attempt to seal the wrong place, or one at a time?
Thanks for your point of view. The waiting times were significantly reduced from the first build, so my original frame of reference was much slower and I was satisfied with the current state, not realizing it was still much too slow.
(edit: idle times reduced; removed completely on 1v1 (except first battle); fast forward now 4 times faster in update)
Was waiting for the arrivals still tedious with the fast forward button? I might swap it out out for just a time skip until an MG arrives.
I like the defense system idea. They’d have to be cannon fodder, though, lest they undermine the need for MGs.
Story spoiler
Was it clear that she's not coming?Among the issues mentioned, a couple of them seemed straightforward. In that they took very little trial and error to grasp the concept.
If it’s not the case, I’d like to know in detail. I want to ask how long it took to understand the confusing points you mentioned in 5.1, 5.2 and 5.3?
In my head, they are very quickly apparent, please let me know how it impressed upon you differently.
To translate the example to your game, it would feel like adding a tutorial note to say the flower monsters in Bind kill on contact. A single attempt to move them quickly communicates that by itself.
Conversely on other parts I’ve definitely overcorrected on withholding so much information it can become barely playable, I’m aware of these too.
Additional general question: Did you use/see the overworld tutorial? And how long did you play without it, if at all? Windows or browser?
Thanks again for the in-depth feedback of the first comment, and for anything else you can spare the time to say.
Definitely an interesting concept, but any sort of in game walkthrough for how to start is needed.
The tutorial was in the description until I could update it into the game. It’s in both now.
I hope you were not lost for too long. Thanks for playing.
– if you still remember and can spare the time, can you list what you attempted when you did not know what to do?
I was a little lost at first, but once I got the hang of it, I had a fun time :)
Very interesting concept. I won at second try however I still don't understand how the mana relation works and how to beat the game without inflicting any damage. Also please write somewhere that you actually need to find where all the girls are at the same time because I initially thought that I need to seal them one by one and this is why I failed my first run xd.
To not inflict damage, you would need to dodge or block all the attacks until the magic barrier runs out of power (in 5 minutes real-time), then you can flee. (There is no special or reward in the game for doing so).
I have added a warning to the finality of using the artifact seal.
Thanks for playing.