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A jam submission

Phantom EclipseView game page

Submitted by Nyarara, UberTab, Kamiboos, lskyset (@lskyset), Ihatethisstep, ayacch1 — 6 hours, 6 minutes before the deadline
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Phantom Eclipse's itch.io page

Results

CriteriaRankScore*Raw Score
Magical Girl Concept#193.3003.300
Presentation (Aesthetics, Audio, etc.)#203.0003.000
Gameplay Polish#222.3002.300
Theme Interpretation#223.1003.100
Engagement/Fun#222.8002.800
Overall#232.8172.817
Originality/Creativity#302.4002.400

Ranked from 10 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 characters are girls imbued with magical powers trying to survive the modern-era post-apocalyptic wasteland

Which theme(s) do you pick?
Phantom Pain

How does your game fit those theme(s)?
Game contains phantoms

If you follow any of the optional challenges, elaborate as you like.
No

Were the assets for your game made during the jam? Elaborate as you see fit.
Yes

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Comments

Host(+3)

Good work finishing your project for this jam.

Artwork is nice. However, the contrast between foreground and background is lacking, making it hard to tell at a glance where the platforms are. The game also feels unpolished and can benefit with a bit more responsiveness (e.g. sound effect when shooting/hitting enemies) as well as QoL stuffs. In particular, having to start from the beginning when you die is just brutal.

Submitted(+3)

The artwork is lovely in this

Some of the background and foreground assets tend to kind of blend together due to them being so similar in value, I accidentally fell off of the stage on my first run because I didn't even notice the hole when I was backing away from one of the shadow enemies; I think the shadow enemy swipe also feels like it kind of lingers for a little too after the inital swipe & I barely ever felt a need to use my melee attack over the magic

I also spent the whole stage thinking that the barbed wire was some kind of hazard(?) due to it being introduced under platforms which kind of inferred you had to avoid it, so having to purposely jump into barbed wire to fight the boss was a mental leap of faith from that perspective

The boss messed me up at about 50% but I really didn't have the patience to get through the stage again; when I lost the first time I was quite near the boss and then I struggled to make the very first jump again for like 6 attempts 😵‍💫 (it's quite tight and it's hard to tell where the platform ends and begins I think)

I still had fun, and like I said I like the art quite a bit too. I think the game could have used a lot more tweaking based on feel/gameplay - a lot more playing the game and trying to feel out how good & accurate things feel etc.

The actual movement, attacks, and jump arcs actually feel quite good in a vacuum but I think the stage and enemy mechanics clashed quite a bit with some of it

Developer

Thank you so much for playing our game, we'll be sure to improve during other game jams. 

Submitted(+2)

I really liked the presentation. The art and music are all really good. As for the gameplay, I tried playing it with the gamepad, but it just wouldn't detect the Dpad for some reason (all the other buttons work fine, but the character just wouldn't walk at all). I think the game would benefit a lot from audio feedback, especially the boss fight. The boss went out of view a lot of times, and I had no idea if she was going to do the lightning magic or the dash attack. I think that made the battle a lot more challenging than it was probably intended? Also (unless it was made like that on purpose to make the game difficult), I think adding a way to recover HP would be a nice addition. 

Despite these things, I enjoyed the game a lot.

Developer(+1)

thank you for playing our game, we didnt have time to test the d pad mechanics, but knowing this now, we'll be sure to fix it in the future

Submitted(+2)

What I Liked:

  • Magical Girl design is super cute, great portrait
  • Character animations, especially the dash and ranged attack are satisfying
  • Environment art is simple, but really effectively communicates setting and the MC stands out well against it
  • Music SLAPS

Notes: 

  • MC Jump: feels halted, like there's a lot of inertia, making it a little less satisfying jumping forward.
  • Enemies do a lot of damage and the MC does not. Feels very difficult to kill even simple enemies so baiting them is faster. There's also very little feedback when hitting an enemy. It takes several (3-5?) strikes to kill the basic phantoms, but I have no idea how much damage I'm actually doing or if I'm able to crit, potentially. It doesn't feel rewarding to do damage. Enemies are also easy to jump over, bait them into pits/walking off edges.
  • Regarding MC HP: either adding more health or ways of healing would probably help, specifically just before/during boss fight as there are many ways to lose bits of HP before that fight.
  • Regarding MC Attacks: I have really no reason to use the melee attack. If you make the melee attack deal more damage than the ranged attack, it will feel more relevant. Right now it seems to deal very little damage, so it isn't worth the risk of getting hit to do a melee attack. Frankly, if I end up in a situation where I have to rely on melee because the boss were in super close proximity, I'm probably cooked. Additionally, I don't like that the ranged attack makes me inch forward. It feels a little counter-intuitive.
  • Regarding Mana Usage: You can fire off about three ranged attacks per second, and regen mana (seemingly) one attack's worth every three seconds. It currently doesn't feel impactful. If you want to make ranged attack feel more strategic, you could try slowing the rate of regen further, increasing the attack rate, or making a long version of the ability that sucks up a bunch of mana at once.  If you chose to implement the last one, I would still consider adding either the first or the second, but not both.
  • Telegraphing Boss Mechanics: I wish you could have introduced an enemy into the level before the boss that would have telegraphed the attack sooner, because the phantoms swiping at me did not prepare me for the boss. I died very quickly to the boss despite having lost no health prior to that fight.

Overall, I really like how this turned out I think you all did a great job!

Developer

thank you so much for playing. We are so grateful for the long analysis.  This is very helpful for us and our improvement in the future. 

Submitted(+2)

I need to play this with a game pad later xD  It might be nice to space out the controls on the keyboard a bit! I have big hands so many times I pushed dash instead of shoot and I flung the poor girl to her death many a times haha! Also I got up to the boss( I think) and got insta killed (Had low health). A little warning before the boss can strike you is always good!  Nice effort though :)  

Developer(+1)

thank you so much for your feedback. And for being the very first person to leave a comment. We will make sure add more warning before the boss fight next time.