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Paradise Protocol's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Sensory | #21 | 3.212 | 3.800 |
| Relevance to the chosen theme(s) | #38 | 2.958 | 3.500 |
| Creativity | #38 | 2.958 | 3.500 |
| Overall | #39 | 2.789 | 3.300 |
| Gameplay Polish | #41 | 2.282 | 2.700 |
| Enjoyment | #45 | 2.535 | 3.000 |
| Genre Interpretation | #50 | 2.789 | 3.300 |
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 either (or both) genres?
Magical Girl main focus with lighter metroidvania-like exploration
Chosen theme(s) and relevant explanations
Unreal and Construct
Team/Developer
Anveil Studio. The list of developers are listed in the game page.
Premade content
The images used for the billboards are from previous made games from the same developers
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Comments
Nice graphics and audio, and an interesting story.
The map was quite big with long corridors which got boring pretty fast, especially when traveled through multiple times.
It was hard knowing where to go and what to do, like with the powers, the color coding helped, but I still don't know what they do.
The combat was a bit bland, the sword attack had quite larger reach than the graphic would suggest, the enemies sometimes stunned me before rushing at me, which I would think should happen on collision or some kind of indication.
I reached the final door, but going over the map a second time I didn't find any more shards and despite the message of "deciding what to do now" I could not continue, even for a bad ending.
The aesthetics were pretty nice, and the lightning was great for the most part (it was a bit much in a few places). The combat felt a bit strange. May be a me thing on that one since I rarely changed colors and that probably played a part in it
I reached the final door without all the data pieces, but did not want to walk through the whole map again, so I left it there
Overall a really cool atmosphere and an unique take on the magical girl theme!
A very promising prototype! The art is downright gorgeous and definitely the strongest suit of the game, I absolutely adore the aesthetic, and the combination of 2D and 3D made for a great old school sci-fi look. Although, some of the lights in the level seemed too bright and blinding. The story had me intrigued, I liked how the final conversation with the AI played out, and the music was a great match as well.
The controls felt nice, but the fact the character facing didn't match the direction of the swing was quite disorienting (I assume it was due to time constraints with the art). The color change mechanic was very cool and intuitive for the most part, but orange enemies were a bit too similar to red ones, I feel blue would have been a better (if obvious) choice for a third color. And for the enemies that were capable of changing colors, I think some kind of delay and warning before they change color would be nice, because the color changes felt very fast and punishing, and after a while I just started avoiding those enemies altogether.
The level was really large and maze-like and sorely lacked recognizable landmarks beyond the starting area. I nearly gave up trying to find an ending (not even knowing if there even was one), and when I finally got there, I was told I missed a data shard. So I went all the way back and scoured the whole map several times until I finally stumbled upon the hidden room. (Although extremely subtle, the vague hint of being able to see the corner of the room from a nearby balcony definitely helped.)
...All that just to see the "to be continued" text.😂 Not blaming the demo for that of course, though a smaller map and/or some kind of an indicator for the closest shard might've been nice there!
Regardless, a very fun and substantial demo with tons of promise for the future!
I love LOVE the art. The 2D and story were really enjoyable. The details in the BGs and the scenes were especially nice touches. You can really see the effort that has been put into the game. Overall a great game! Def will play again to get some other endings.