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I was reincarnated into a magical world, but I made a pact with a succubus and am now in hell.'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Presentation (Aesthetics, Audio, etc.) | #8 | 3.900 | 3.900 |
| Theme Interpretation | #12 | 3.400 | 3.400 |
| Gameplay Polish | #13 | 2.700 | 2.700 |
| Engagement/Fun | #13 | 3.200 | 3.200 |
| Magical Girl Concept | #14 | 3.300 | 3.300 |
| Overall | #14 | 3.233 | 3.233 |
| Originality/Creativity | #21 | 2.900 | 2.900 |
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?
Like most magical girls, the heroine of this adventure gains her magical powers through a pact with a cute creature – a succubus. In return for a small favour, she gains superhuman strength.
Which theme(s) do you pick?
Hell Burns Red
How does your game fit those theme(s)?
Hell Burns Red, because the game is set in hell and there’s a lot of fire in it.
If you follow any of the optional challenges, elaborate as you like.
nop
Were the assets for your game made during the jam? Elaborate as you see fit.
Yes. See credits
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Comments
I guess with the theme being hell it makes sense it's supposed to be difficult...
...but please have mercy on the players at least for the first few stages haha throwing pixel perfect jumps and subsecond timings right at the second stage... is just brutal.
Thanks for participating!
I love the art style! The platforming is very satisfying, too. One of my biggest issues was with the size of the hitboxes for obstacles. Many of the hitboxes for spikes and clouds seem to be significantly larger than the visible object. The smaller clusters of red spikes were completely unclear whether you could go through them or not. Like others have said, the dropping boulders (and to a much lesser extent, the lasers) felt like very cheap "gotchas" since they would often drop while you were midair and the warning for them appeared far too late to be useful.
I actually made custom collision shapes for each level so that they are smaller than usual, but one thing I couldn't solve before sumbission was that even old puffs of fire would still have a collision shape, despite being transparent in some areas, and that collision shape also often was still a bit large, so definitely could be improved there. Thanks for the feedback and hope you had fun!
The platforming in this game feels so tight and satisfying that it is a shame that the level segments are randomized. I wish they weren't because otherwise this game is REALLY GOOD. Seriously, I feel like that is my one and only gripe about this game. It is somewhat interesting I suppose, that not every playthrough is identical, but I feel that it takes away from how well designed the individual level segments are. I often found myself re-rolling the level for a better segment order, especially because the game sometimes places you ahead of a segment when you take damage.
Also, seriously minor thing, but the title screen is misspelled.
Anyway, seriously, good job, and amazing title.
Yeah I noticed the checkpoint bug a few times but couldn't figure out why it didn't work. Definitely had more intentions of adding more chunks and a way to have variable difficulty through collecting optional collectibles that'd be placed in harder locations, but alas couldn't fit it all in time. Also I NEVER realized the title was misspelled until now haha, might leave it as is for now though
Really nice job! The presentation of everything and the feel of the controls were pretty great, and the level design felt like it had a lot of interesting platforming puzzles to work out. Some of the obstacles were pretty tough to overcome, though, it felt like. I think I had the most struggle with finding the right timing for the geyser for quite a while. In regard to the life system, I thought it was pretty clever to use the red overlay to signify you're on the last life. At first, I really liked the look, too, but as I got to the later levels it would sometimes make it pretty difficult to tell how I would need to navigate on the upcoming obstacles. It also being sort of an all or nothing system meant that if I died once or twice early on, I would just do a full reset because I wouldn't think I would make it without all my lives.
For the environmental obstacles, it kind of felt like I had way too much time to dodge the lasers and not nearly enough time to dodge the boulders. They seemed to only trigger once though, so it meant that in most cases I didn't really have to factor them into my pathing at all after the initial shock.
On a second playthrough to improve my time, I noticed the layouts were different, too, and thought that was pretty cool. Gives it a little replicability by seeing what kind of level it might generate next time, and I see in other comments mentioning it's generated via chunks. One thing that might be good to look into in that case was there was a few times I would die and get sent to what I would imagine is the next chunk's checkpoint, so there might be some kind of trigger bug for that part.
Yeah honestly the chunk generation gimmick was supposed to be expanded on a bit more, and originally you had extra collectibles that you'd have to go out of your way to collect (and which would be the "harder path") that would act as a variable difficulty slider, increasing the difficulty of chunks that'd spawn for the player. However getting actually balanced chunks working was a bit of a pain, and there weren't enough chunks in the game to warrant such a thing.
I also think the red around the screen is a bit too much, and originally the level would be randomly generated again once you died, but because of the aforementioned issues and still wanting players to be able to see each chunk at least once, I ended up not implementing it. Hope you enjoyed regardless!
Very nice and responsive platforming mechanics, the dash felt really good to use and the way the tutorial level was set up felt really well thought out, however I feel the game would benefit from the camera being a bit closer and for the spikes to be more clearly defined, at first I thought they were just tufts of grass or something. overall a very good game, I can see this becoming a kind of speedrun platformer with further work.
Thank you! It's my first game jam (the programmer), though the artists and musician have some more experience. Regarding level design, it's actually randomly generated based off chunks! There are some that are forced to spawn at certain points, but the rest are mostly random, including the first depth (though there's basically a fallback to always include two certain easy chunks there).
I liked it a lot. Very cool visual, sound and platforming.
Peak title, and the music is great too. Seems to be just a grayscale
stagescreen after the intro though?Yes, the export is a bit broken rn. Sorry about that. Working on a fix but it requires restructuring how the game handled chunks since I'm a bit silly and is my first time doing this sort of thing. Please check back in a day or two