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How does your game fit the Magical Girl Genre?
This is about a duo of girls, Red Mouse & Blue Bear, that found themselves lost in a dream world shaped as a stage, and try to figure out why props attack them
Which theme(s) do you pick?
Grayscale stage
How does your game fit those theme(s)?
The whole thing happen in a monochromatic stage
If you follow any of the optional challenges, elaborate as you like.
I did not follow an optional challenge
Were the assets for your game made during the jam? Elaborate as you see fit.
Apart for Sound effects which some came from packs, and the non-combat music, all assets were made during the jam. the credit list the assets used
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Comments
Very cool game! The combat system was neat and I thought the story and dialogue especially interesting, as were the postgame dev notes.
You mention it in the dev notes, but I indeed found it rather confusing when the spotlight would randomly be stolen by an entity. Perhaps primarily because of that I never really felt like I had a grasp on how the spotlight system worked. That being said, it was a good concept and I would like to see it iterated upon.
I also liked the very Deltarune-esque tension gauge.
Good work overall!
I really loved the aesthetics and concept of this game! The story was fantastic and I really wanted more.
A couple things I think could be improved upon would be the SFX and their mixing, as they seemed to be different audio quality and volumes, and there were a lot of spelling and grammatical errors, which made it a bit hard to read at times.
I'd love to see the battle system refined, too. It's really interesting!
It really make me happy you enjoyed it that much. And I do intent to revisit the concept and expand on the story and gameplay at some point.
I totally understand the issue with sound design. I didn't have a clear idea of how I wanted the game to sound and I took sound effects that felt they would fit. I probably should have made a plan for this.
For the spelling and language, I'll try to be more careful in the future, but spelling is something I always struggled with.
I enjoyed the story a lot~! The battle mechanics are very interesting, but they feel too complex for me to really wrap my head around in 3 fights. I think I understand them, but I also felt like I was kind of just mashing a lot. I do very much appreciate the tips screen on the first battle. The whole concept of the stage is beautiful, and I love the color contrast with the stage and the characters. I do wish we got to see more of the mechanics of how the dream world worked. The epilogue left me wanting more to the story.
ALso, I experienced a crash upon going to the port (on the linux build). It happened twice, and then, I just switched to the web version. Not a huge thing, but I thought I would mention it.
I'm very happy you liked the story.
I do feel as well as 3 combats was too short to explore the battle system fully, and if I had more time I would have probably aimed for a few more, but with the deadline approaching I wasn't confident I could make enough enemy variety in time. Likewise for the universe, I'd really want to take the time to dive deeper into how it work. I think this is a project I'm gonna revisit at some point.
For Linux, I probably should have asked a friend who know it better to help with the version.
Really cool game and art! Making it so that the audience influenced turn order was really interesting and reminded me of Paper Mario which is always good company. I did notice, however, that there wasn't any sort of safeguards in place to differentiate between attacks and supporting abilities so you could just bash yourself in the head and heal the enemy if you wanted, and while that's not that big of a gripe since the player obviously wouldn't exclusively do that, it does show that the game is lacking some polish.
thank you.
Yeah, I wanted to add safety in the targeting, but other stuff felt more immediatly important at the time, and by the time I remembered I was nearing the deadline. I probably would have made a simpler targeting system that is easier to work with next time.
This game is such a treat, especially enjoyed the making of to how the game was made
Great work!
Glad you liked it so much.
The soundtrack was quite nice. Also thought the audience interest mechanic to determine turn order to be quite unique. Loved the designs too. Sad that the mouse had to go like that...
thank you.
Yeah, it's a bit sad of an ending...
The sounds the moves made were very satisfying, good sound design! :)
thank you.
For what it's worth, I did find the concept of "no strict turn order, initiative transferred by actions" rather interesting; it allows for trying to manipulate turn order by buffs or choosing targets. And hey, it kinda fits the "gambling addict" optional challenge too!
Thank you. I liked how this turned out, I think it did make the combats more dynamic
Excellent game, very engaging story, the gameplay is slick and polished, it feels balanced, it's oozing with creativity, and I also enjoyed the 'stage' aspects of the game because the requirement to make boasts and intimidate etc, rather than mindlessly attacked, made the game feel more like an anime.
I'm glad you liked it so much. Thank you.
Balance was one aspect I was very worried about due to the way initiative worked.
Wonderful artstyle and atmosphere. The gameplay was good, although the final boss felt too tanky. I really enjoyed the making of section in the main menu. Loved seeing the inspirations and ideas laid out there. Fun game and interesting story!
Thank you, and glad you enjoyed it.
And yes, perhaps I should have have been more cautious about the math for the boss.