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Deacon's Daughter's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Originality/Creativity | #4 | 4.216 | 4.444 |
| Engagement/Fun | #7 | 3.795 | 4.000 |
| Overall | #13 | 3.356 | 3.537 |
| Gameplay Polish | #15 | 2.635 | 2.778 |
| Theme Interpretation | #16 | 3.162 | 3.333 |
| Magical Girl Concept | #17 | 3.162 | 3.333 |
| Presentation (Aesthetics, Audio, etc.) | #19 | 3.162 | 3.333 |
Ranked from 9 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 magical girl is a young girl who was turned into a superweapon by an organization bent on repelling a demon invasion . She has generic fighting powers and draws the mana required for these powers from the life force of humans.
Which theme(s) do you pick?
1, 4, and inadvertently 5. 2 and 3 one might say I hit also.
How does your game fit those theme(s)?
The magical girl is referred to as "Priestess" and was created to bring humanity to Victory over some legion of demons, from Hell. The game's got coloured tiles that represent actions, and three of the four colours are Blue, Red, and Gray. Finally, in the game you battle a (demon) dog. That was a coincidence, actually.
If you follow any of the optional challenges, elaborate as you like.
Seems I hit the one about RNG. During combat, the player has a deck of tiles that is drawn from randomly. Additionally, the tiles that show up in the shop are randomized.
Were the assets for your game made during the jam? Elaborate as you see fit.
Everything was made during the jam save for the BGM, a bit of general code (one small script, just for the audio management), and the photos used for the background were taken a few weeks prior to the jam, though I did put them through a pixelator on jam time.
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Comments
Great game.
I really like your card/queue system, after having to get used to cards taking mana immediately the game became smooth. A couple of times I accidentally killed deacon by not paying attention to the mana, so having a warning would be nice.
The rouge-like concept is great until it screws you over. My first run I had nor rest and always ran out of mana. The second try was better, except I think I took too many red cards. Still I managed to beat the last boss after several attempts. There are some cards where I am not sure if they work, for example there is signature move that supposedly deals 2 dmg + 2 more if it is the only red card in the queue and is undodgeable. Maybe I can't have a red card in either deacon or princesses queue but it never seems to hit when the enemy evades.
Then there are times when the enemy does only red. It's pretty much unsurvivable. But I guess that is just how rougelikes are.
All in all, great game, keep it up.
This had a really cool battle system! I think there's a lot of design space you could explore with this sort of style, and I'd be interested in seeing more different options that you could do with them. I think you did a good job turning the time constraint into some fun humor, too, all the sprite work was very charming. Would really love to see it come to life with some more effects. I was definitely missing some quality of life features, like being able to see which tiles were in my draw or discard piles so I could plan around certain tiles I might draw. For the fights as well, I think it might need some tuning or weighting for certain abilities, because on the final fight I would keep getting the attack that scales off Reds played on the first slot, so it would basically just be 0 damage. On that note, I think there's some room to simplify some of the effect text. Most of them were pretty fine, but the X scaling attack took me a couple reads to felt like I got it (even if in retrospect it was a pretty simple equation). The world was pretty interesting as well - the snippets from hovering over the characters felt like they said a lot.
I very much enjoyed the aesthetic of this game, and the gameplay felt satisfying like solving a puzzle. I would love to see this type of combat system expanded and polished more. I wish there was more feedback when resolving the tiles because, sometimes, something would happen, and I would not really understand why. Some sort of fanfare when something is unsuccessful vs successful (e.g. blocking or dodging) would make a big difference for me.
I love the art and overall style. It's very unique! The last fight was grueling for me tbh. I just kept getting bad hands while the enemy had nearly full queues of undodgeable attacks. The battle system is really unique and I'd love to see it polished some more.
I loved it. the gameplay is full of depths, with plenty of factors to take into account, making a very enjoyable RPG-ish gameplay. I especially liked how both characters felt really different in their gameplay, not by having unique moves, but by having a different relation to HP.
As for the visuals, I found them very interesting. The blend of photobashing and drawings give everything a unique feeling. I'm always happy when I see games blend non numerique medium with their art direction
Again, loved it
The combat was fun! it was tricky at first, but it quickly draws you in. The art style is very cute, and overall, it’s a great game.
Love it!
I like the concept. The writing is pretty interesting and funny too.
Couple of bugs/issues I noticed:
Also managed to beat the 3rd boss, didn't find it that hard, tbh.
Quite a good game overall!
Am now at peace
Cool concept, couldn't get past the second dog boss on the first playthrough and one tile didn't seem to work (cant remember which but it was probably user error)
Second playthrough was more manageable by getting tiles that boosts filling up your mana as that runs out fast
Somehow managed to beat third boss on the first try, but I was fighting for dear life
Nice game!
The tile that didn’t seem to work was probably “Can We Get Much Higher?” That’s my bad; the tile straight up doesn’t work right now. (And its title’s too long. Who could’ve seen that coming?) I plan to roll out an update when I have time that fixes these issues and maybe adds a few more tiles.
I thought the final boss might be overtuned to impossibility, so I’m glad somebody was able to beat it. Good job! Now I’m at peace as well.
Thanks for playing!!
Jam winner!
I’m actually more of a peanut butter type of guy.