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Magical Strife's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #65 | 2.364 | 2.364 |
| Relevance to the chosen theme(s) | #66 | 2.136 | 2.136 |
| Sensory | #67 | 1.909 | 1.909 |
| Gameplay Polish | #71 | 1.364 | 1.364 |
| Genre Interpretation | #71 | 2.000 | 2.000 |
| Overall | #71 | 1.894 | 1.894 |
| Enjoyment | #72 | 1.591 | 1.591 |
Ranked from 22 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?
The main character is a Dragon Girl
Chosen theme(s) and relevant explanations
Rust: We have a powerup included that allows the player to destroy 'Rusted' doors. Construct: We have a boss that looks like a giant golem of construction equipment.
Team/Developer
Magical Strife Dev Team: Celio, Wolfy, Glacie, Great Gallus, Caim Nidhoggr
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Comments
Interesting demo! The main character model was really cool and well-animated, and I'd love to play a full action RPG with her. However, she didn't really feel like she was part of the same world as everything else in the game.
Combat felt super slidey and not very impactful. For one, the animation showed the character standing in place while attacking, yet every attack sent you lunging forward, to the point I think attacking was the fastest means of movement. The "Serious Sam-lite" horde gameplay is a neat concept, but kinda held back by the enemies very obviously spawning above you (and lagging the game). It also didn't seem like the basic traffic cone enemies were capable of damaging me at all.
I'm almost sure the cars around the starting room weren't there when I first loaded into the game, and only showed up after dying once. It was awkward to interact with the levers due to lacking a visual on/off state, and I ended up accidentally closing the door back a few times.
The escalating "ping pong" mechanic of the boss was a cool touch, though not very well-communicated to the player (I basically guessed that was the objective after several minutes of getting nowhere against the boss), and made harder by the aforementioned attack slide forcing me to back up after every successful hit. In general, sliding off the arena was by far the biggest threat of the boss fight and the entire game. The shopkeeper was cute, though!
Overall, the gameplay definitely needs a lot of polish, but the protagonist looks awesome. Nice job!
Nice work, totally dig the characters. I’m really glad you had gamepad support but turning was sooooo slooow for me, plus I desperately wanted to invert the right stick. I’m not into the slipperly feeling but it wasn’t too bad. Having some feedback would have helpful, when the enemies died during the boss fight I initially though it was another wave of them falling down. It wasn’t clear I was doing any damage to the boss but reading the comments, I got the shop so I’ll take the win.
I really like the main characters model, and the music was also quite catchy! I also liked the look of the enemies being sort of amalgamations of different construction equipment, i think it is a interesting clash in comparison to the main character. I thought the combat and interactions of the game to be a bit awkard, for example it was hard to tell when a lever was activated and when an enemy was trying to hit me. I did like the added velocity on attack, felt sort of like a spammable dash that you could then choose a direction while still being pulled forward, i did like that a lot!
I can tell you guys had more stuff planed for the game, but game jams timing do be wack. Still, i think this was a good bit, good work!
I didn't quite expect to find myself fighting traffic cones in this game jam, but here I am!
What a crazy ride this game was! Even if the game seems to be early alpha, it was a lot of fun to just wander around and just see what's out there. I actually kinda love the surreal vibes of just not knowing what's going to happen next (which combos well with the absurdity of the traffic cones).
If you continue this, I'd really be interested in what it becomes, what direction you'd take it.
I also really liked the models and 2D art, I love the retro style with it!
The movement does feel a little slippery, and the boss was a bit confusing, but the game was a lot of fun anyways. Great work!
I think I reached the ending of the game (Defeated the boss, got to the shopkeeper, entered the brick house). The art style and music are pretty cool!
Gameplay feels very slippery with the attack moving you so much, but also being the fastest way to move around. The levers also seem to have very small hitboxes. I thought they didn't work because I kept missing them since they themselves don't react to being hit.
I recommend giving rollerskates to the protagonist (or making a game where the protagonist wears rollerskates), because that attack = movement mechanic ended up being fun
Shopkeeper is basically the ending, yeah.
This game… Well, it’s not quite a “game” is it? It’s more like a moment. A moment in time where one finds themselves asking many introspective questions, such as “what’s the meaning of life?”, “what is a Metroidvania anyways?”, “why in this game is there a single brick house you can enter, with nothing inside it?”, and most puzzling of all, “why is the downloadable executable called “index.exe” like it’s a web build?”
This… moment, has no interest in answering any of those questions, but it does offer the tools for the player to do so themselves. For you see, it appears that the downloadable build of the "game" is a debug build, and comes with the ability to view a console window where secret messages from the developer can be parsed.
So, with that in mind, what’s the answer to all this then?
…the game wasn’t finished in time. Most ways in which you were probably already aware of before submitting. It’s difficult to write much of anything constructive in this case. Regardless, I’ll list down a few of the things that stood out to me.
The player character’s design is cool. I know they were supposed to turn into a dragon or something, but to be honest I kinda like them as is.
The one music track here is neat. Kinda reminds me of Pokemon, although I suppose that tends to be the case for me with a lot of JRPG-esque battle music. I did notice that it fades out after some time then starts from the beginning… and that perturbed me a little.
There's a drop shadow, and a realistic directional shadow. Very peculiar (also the drop shadow looks kinda weird to me).
There is no physical collision on the levers, you just phase through. Seems odd for such big levers.
It seems like those giant doors can be opened with no requirement? Or at least, that’s what it seemed like, but I’m not sure.
Spamming the attack is faster than walking; It can even function as a janky dodge.
I realize there was probably supposed to be much more to the single enemy in the game other than just being unthreatening fodder, but throwing around crowds of those things into the air is still kinda fun in a primitive way.
The shopkeeper's design is cool…although in this state there is no shop for them to keep, as that part is unfinished.
The boss fight thing’s visual design is kinda... endearing in a way, although it kinda looks like it too was rushed out. The fact there is a boss at all though is impressive in its own right given whatever troubles I assume must've happened during development, even if it’s a pretty simple boss.
This momen—excuse me, this game has no form of an ending, and it doesn’t even really fit either the “metroidvania” or “magical girl” genres. That being said, it still has neat aspects to it. I imagine there was supposed to be a lot more to it than there ended up being; it would be neat if you worked towards that after this jam I feel like.
P.S. This isn’t even close to your biggest concern with the game, and you might already know this but; if it wasn’t clear from that intro, I believe you shipped a debug build of your game. Even the debug console is included where you can peer into the output of all the “print” statements the code runs 👀. Just felt like pointing that out.
Just to be clear, the dragon transformation was not a permanent one, the idea is that there a temporally transformation that required energy to use.
So you would have enjoyed Jade on her default form most of the time, if you wished to.
Also to the comment: "I realize there was probably supposed to be much more to the single enemy in the game other than just being unthreatening fodder, but throwing around crowds of those things into the air is still kinda fun in a primitive way. "
No that was intentonal, they were always meant to be that unthreatening.
“Dragon Girl Punches Traffic Light People” 10/10 premise for a game
Obviously, it’s really bare bones, but I can’t say I didn’t laugh a lot throughout my time sliding through walls while launching everything in front of me into the air. I couldn’t figure out how to activate the lever though, hitting it didn’t seem to work, so I didn’t get super far into the game.
I just tested it, and the lever does work. However, if you were standing right by it, to the left of your character, I did notice it didn't seem to flick. I think I have a theory what might be happening.
The punch has a hitbox that is positioned towards the front half of the player. I'm wondering if the lever's hitbox is small enough that the punch is getting put past the lever, making it miss collision. In retrospect, I would have made the punches much larger.
10/10 would dab dash through traffic props again.
Joke aside, while it's clearly barebones, there's a foundation to work on. It's quirky enough that it actually gets funny. The movement is uncontrollable, which makes meaningful fights a bit annoying. I'd also like to add I spent at least 3 minutes on each lever, and I couldn't confidently say I understand how to activate them even now. Regardless, we do get funny moments from the unfinished aspects. Good job.
Lever just activate by hitting them.
Considering the movement, attack, and the first boss (that I just can't defeat, after the third or fourth round the timing becomes too tight for how the attack works), it's supposed to be a bowling metroidvania, isn't it? ¦3
Sad thing it's unfinished, it looks pretty nice, and the music is very cool!
I really like the design of the traffic cones, they're aewsome, and it's very satisfying to do a bowling strike and send them all flying, it never ceases to be funny x)
I was also surprised you guys managed to include a fully functional boss, and not a bad one at that! It just kinda drags on for a little too much tho, there is a reason Nintendo games usually gives you only 3 cycles when you depend on waiting for specific conditions in order to damage a boss, specially ones that are mechanically simple like the one you brought to class today.
The whole game feels a little sluggish, wich is not a bad thing by itself, it's just that the character's animations convey a different feeling, the walk cycle doesn't quite line up with how the character accelerates and slides on the floor. The level design is also a little too big and expansive for this kind of movement I feel, I think with how the game is set up it would have been better to just move at constant speeds rather than having acceleration at all.
Also, don't use invisible walls, they're lame! I wanted to jump on top of the cars and climb the wall on the boss arena, I was extremelly dissapointed that I couldn't! It doesn't matter that "I'm not supposed to go there", if it doesn't look umpassable, it shouldn't be!
If you really want your players to not go to certain places, make the walls bigger, or find another excuse for such! Measly baby traffic cones ain't stopping me, they're 400% jumpable!
Either way, congrats on submiting!
Thank you for the kind words! I can agree, the boss's health probably should have been lowered a bit. It's all controlled by one variable though, so that can be changed up.
Funny enough, we found out after the fact that punching continuously is actually faster than walking! And the acceleration was mostly a holdover from one of my past projects, back when I was trying to make the character a little 'heavier'. I'll definitely increase the movement speed and make the acceleration much faster for any future updates!
In my defense, i didn't expect Caim to add jumping.
The web version is very laggy for me. Maybe make it download only?
The models are sick and the style is pretty nice to look at. The game is clearly unfinished, but i hope to see you guys finish this! :D
Liked the music too <3
Yeaaaaah, we noticed the lag when we first uploaded about a week ago, and it got worse as we added more to the city. It is why we added the option to play on downloadable builds. Hopefully we can find a way to decrease the lag in the future. Celio and Wolfy made a lot of the models, and we're glad you like them!
Pretty cool game!, while the game is clearly unfinished rn i do really like the modesl and the textures, the gradients on the textures are really cool, though the web version was REALLY laggy for me for some reason?, maybe its just a me problem but thats yea, this could turn out really cool if expanded upon more
Trust me, it's not just you. We noticed the web build was decently laggy a couple days ago, and it got worse as we added the finishing touches on the city and props. We wonder if it is related to the number of static body or collision shape nodes. I definitely want to add more onto the game, since a lot of ideas were put on hold to ensure we had something to submit. Wolfy and Celio handled most of the models, although Gallus also contributed artwork.
I like design of the char. Are you gonna update the game?
Just added the update, along with downloadable builds for Windows and Linux