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How does your game fit the Magical Girl Genre?
You play as Juno, she has wings that let her hover and can magically upgrade weapons after defeating enemies.
Which theme(s) do you pick?
Battle Dogs and Moon Rails
How does your game fit those theme(s)?
The player character is a dog that does battle with enemies, and she uses a magic train to travel between Jupiter's moons
If you follow any of the optional challenges, elaborate as you like.
I followed Limit Break, interpreted as the player's weapons upgrading after using them enough
Were the assets for your game made during the jam? Elaborate as you see fit.
A vast majority of my assets were made during the jam including player and enemy models, environments, code, and art assets. Music, sound effects, shaders, and miscellaneous models were sourced elsewhere, everything I did not make myself is credited under the settings menu.
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Comments
The aesthetics, both visual and auditory were phenomenal! I had a lot of issues with bugs, most of which were already mentioned. I did see that you didn't allow for double jumping while holding a weapon, but I was able to do that sometimes. The floatiness of the platforming and slow movement kind of made it feel like Juno was moving through water imo.
All of that being said, fantastic visuals, amazing music, and the weapon/health upgrade mechanics all made for a fun time!
I very much enjoy the overall aesthetic of this game; however, it was quite buggy. I kept getting stuck when attacking (especially with the heart weapon). I would get unstuck when damaged, so it didn't softlock the game or anything, but it was still quite annoying. The size of this game is quite impressive. With the character's movement abilities, I would have loved to see more verticality in the stage design.
After a quick look, it's very fun, it really nail the inspiration of R&C, with the gunplay and all that. The ambiance is also very good, and there's a good amount of depth in mechanics. I'm definitively gonna take the time to replay it with more focus.
It's a shame to admit it took me way to long to realize you couldn't double jump while you have a gun.
Aside from that, I had a bug where I fell in the water but didn't die. Only happened once and I couldn't reproduce it tho.
Thanks for playing! I'm so happy you enjoyed it. Don't worry, you're not the only one to face the bug with the water, it was one of the last things I added so I wasn't able to check every edge case and had the menu as a contingency so I focused more on fixing more obvious issues. In hindsight I probably should have included the ability to double jump when aiming but oh well. Thanks again!
This was pretty fun! I like that all the weapons felt pretty different, and upgrading them felt nice and felt like they made an impact. It was fun getting to use the new stuff, and having them level up based on how much you use them really helps to encourage the player to try all of them out. Controller support was quite nice, in general it felt better to play on, but I think I may have had some issues using the tether once I started using the controller. I was able to manage without using it since I only started past the first level, but some of the jumps felt like it wasn't catching correctly. The little familiar also didn't seem like it'd attach until after I jumped from the ledge, which made me really apprehensive to do so since I didn't want to fall to my death.
Also, I think there was a bug on the first level at least - hitting the water while gliding seemed to just take me underneath the water instead of killing me, so I would just fall into the void until I returned to level select.
Liked the designs for the characters, and the enemies really gave off an alien feel, so I think you succeeded there. Also, the train was very nicely made, too.
WOW, that’s insanely impressive scale for an action jam game.
As for the rough points,
For me, the game was on an easier side of things. It wasn’t obvious that you can’t double jump or hover while holding a weapon, requiring to unwield it by doing a melee attack. I feel like weapons 3 and 4 were much weaker than weapons 1 and 2, so I used weapon 1 almost all the time.
P.S.: Overall I did enjoy the game.
I'm glad you liked it and I appreciate the feedback! Honestly I kept having so much trouble time and time again with the enemy pathfinding among other things during the jam that some things were bound to fall by the wayside in the end. Thanks for playing!
Pathfinding sounds hard. I’ve heard it’s a reason why Dogtopius took 2 years to release Tengoku 3.5 and that’s not a jam game.
I enjoyed playing this game!!! Colorful, sweet and visually pleasing. I am not as good in platforming games, so some checkpoints would be nice to be added. Plus I couldn't manage to read tutorial signs before they disappeared :( Everything else seemed cool to me
Thanks for playing! I made it so each level was short as to not require checkpoints but I understand how it may be frustrating without them. The timing for the tutorials also definitely could've been longer, I was a bit too focused on making sure everything worked so I didn't get around to that part but I'll be sure to fix it when I get the chance!