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Magie Féerique's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Presentation (Aesthetics, Audio, etc.) | #3 | 4.538 | 4.538 |
| Gameplay Polish | #5 | 3.769 | 3.769 |
| Engagement/Fun | #8 | 3.769 | 3.769 |
| Magical Girl Concept | #10 | 3.615 | 3.615 |
| Overall | #11 | 3.500 | 3.500 |
| Originality/Creativity | #15 | 3.308 | 3.308 |
| Theme Interpretation | #24 | 2.000 | 2.000 |
Ranked from 13 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?
The player character is a cute witch Anna, who uses her magic to summon bullets and rockets, and fireballs to power up and upgrade.
Which theme(s) do you pick?
Blue Library
How does your game fit those theme(s)?
The stages use "Blue" and cold color palette.
If you follow any of the optional challenges, elaborate as you like.
None
Were the assets for your game made during the jam? Elaborate as you see fit.
Majority of assets have been made during the jam. Most of the code was made custom, with some player character and singleton bits copied from previous projects. Almost all graphical assets except font (a CC0-licensed one) and small explosion were made during jam, the font and small explosion copied over from previous projects. Stage tracks were made by scowsh during the jam, the rest of tracks copied over from Battle of the Bits under the CC BY SA NC license.
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Comments
Did you... make it so that hitting the floor and ceiling hurts the player? That's so evil.
Anw, with so little margin for error, I have decided not to push myself to go any further.
Super snappy and gets right into the action! Feels like the beginning of the stages were the hardest part. Once you survive that initial onslaught and get some upgrades, the rest of the level kind of feels trivial in comparison. Granted, I still died halfway through level 2, so it's not like it's easy, haha. Think that something that would have been nice would be being able to refresh my shields while I still had some. I would have them both on red health just tanking hits so I could use up the points I got. Though I suppose if you could do that, you'd really have a lot of leeway, since as it stands now you at least are vulnerable as they fly into the screen. Also, wish there was a little something after you die, felt a bit weird having things just sort of go on indefinitely until you hit R. Art and music and stuff was really nice so hopefully at some point I'll be good enough to see the rest of the stages.
Couldn't quite manage to beat it all the way but still a cool little shmup regardless.
I had a few tries and managed to get halfway through stage 2 because I keep getting shot in the back by enemies. It seems like the bullets move quite quickly in that stage. I think bullet visibility could be improved a bit, once you get some options the player bullets mix in with the enemy bullets, and in stage 1 the small orange bullets didn't stand out from the BG much for me. And I like the idea of dying when you crash into terrain, but I'm not used to it at all, so I keep trying to dodge and then accidentally moving straight down into the ground. But I have enjoyed this island.
A very cute and fun bullet hell game.
I enjoy it, the polish is really good.
The gameplay is a bit tough for people casually playing but it is really well made.
Add some menus and this is a solid slice.
Really awesome Shmup! the pixel art is very appealing and it feels so smooth to play, my only gripe is that the enemy projectiles come at you rather unpredictably, it might have been better for them to have bullet patterns that they fire instead of rapid-firing one at a time. Great job!
Looks good! Even has voice acting too, quite impressive. Too hard for me though, could only get up to the second stage sadly.
Very polished! Had to memorise all the enemy positions so I could kill them before they throw a billion bullets in my direction, the boss still kicked my ass :D
It is well-polished but MAN is it tough
Heh, have you given lonku’s Praise Coconut a try? It took me whole 3 hours to clear without continues. Now that’s hardcore. :mggj_angelica_sweat:
Gameplay is really strong and responsive. I like the small touches of all of the sound effects, the animation when you lose a life, and the very retro UI. Art is also a plus. My only gripe is the text in the beginning is a bit hard to read. Amazing submission!
Thank you!
I wish I banked harder on the theme though. It’s a mistake I’ve been doing for 2 years now :NOOOO:
I feel the struggle haha. You'll get it next time chief.
As I saw this go by on the Discord channel progress updates I knew it was a game I wanted to play, and I was not disappointed! I mean, it's basically Gradius remade with a magical girl instead of a spaceship, but Gradius was an amazing game too so well done on remaking it in just one month. Not getting the "Blue Library" theme at all though. Really enjoyed playing it through!
Yeah, I wanted to add the Blue Library elements late into dev, but I burnt out mid-way through the dev.
Thank you!
It take me back to Touhou, even if it's not the same camera... I love that style of gameplay even if I'm very bad at it.
I found the pixel art very pretty, and the option minigame fun.
Thank you!
I really should start adding easy modes to my games at some point, eh?