Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Knight's MemoirsView game page

You're sent to a highschool and transformed into a magical girl knight!
Submitted by Eivqu — 15 hours, 11 minutes before the deadline
Rated by 4 people so far
Add to collection

Play game

Knight's Memoirs's itch.io page

Rate this game

In order to rate this submission you must be logged into itch.io and have submitted your own entry. Anyone with an account can leave a comment.

How does your game fit the Magical Girl Genre?
The magical girl is a knight from a souls-like world who can transform once their meter is filled up!

Which theme(s) do you pick?
Blue Library, Priestess of Victory

How does your game fit those theme(s)?
The experience which the knight has lost was turned into blue books which the player can collect within the world or from bosses to unlock the ability to use specific weapons. To a lesser extent, the bonfires/statues where you save at depict a priestess holding up a sword.

If you follow any of the optional challenges, elaborate as you like.
We have not followed the optional challenges.

Were the assets for your game made during the jam? Elaborate as you see fit.
Yes, all assets for the game were made during the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

There was a nice eerie vibe going on that was pretty nice. It was a little hard to tell what I was getting from each of the blue books though. It's probably a bit difficult to do so with the setting being a school, but some of the pathway would feel a little samey. It was mostly fine, but there were a couple times at four-way intersections that I would get a little confused about which way I came from and where I haven't explored yet. I did like that it looped you back around to the locked door after getting the key - when I first saw it, I had thought it was more like it was limiting the play area, so I hadn't thought of it by the time I picked up the key. Dropping us off back there was a very good way to remind us about that roadblock.

Submitted(+1)

This is incredible! The vibes are so good. Like others have said, the dodge roll doesn't really seem to do anything other than stop you in your tracks. I would love to see this developed further!

Developer(+1)

Thank you! Yeah, the dodge roll mechanic is a little hard to tell what is exactly happening, the tl;dr version is that the dodge roll would pretty much play out an animation during which you get invulnerability until the animation fully finishes though because your inputs are disabled, it's very difficult for it to be useful when you've got either a fast attacking boss or multiple enemies trying to smack you down xD

I'm happy you love the vibes of this game! Me and the team might take this game further in the future in some way but only time will tell!

Submitted(+1)

I had a lot of fun playing this. I love the low-poly, low-resolution, low-framerate aesthetic~!

Developer

Thank you lots! Very glad you had a ton of fun playing this small game :D

Submitted(+1)

A souls like for a jam is very ambitious. I quite liked the pixel visuals and the main character's design, they really sell a retro feel. I had issues with the dodge roll where it didn't do much, but maybe that's because I was carrying too much. There was also not that much tell for the enemies attack, which made it hard to know the windows of opportunity. I think that's the big thing missing for the combat to click.

Developer(+1)

Thank you so much for playing! Our apologies for the dodge roll and the enemy attacks not reading too well for you, we had it so the dodge roll would grant i-frames until the character finishes the getting up animation after dodging! 
Even so, I'm glad you loved the visuals and the main character design!

(+1)

Awesome game! I loved the art style and the models for the school + the main character looked great. The map was also a lot bigger than I expected. And also you got the feel of a soulslike down. For example, the forced loss at the start was a cool addition. 

Other than the obvious lack of music and enemy models which would greatly enhance the game, my main critique is how the wand type weapons don't seem to be able to break the wooden walls. It's a shame because I had to switch back to the rusty blade to actually progress, but then when I fought the sting boss, the sword is a terrible weapon against them since when you get close they have an unreasonably big damage hitbox which felt a little unfair. Lastly, the blocking and rolling mechanics did not feel like they worked at all.

Otherwise, I think this game was pretty neat and I hope the people who actually participated in the jam will rate it well!

Developer(+1)

Thank you so so much for playing!

Despite the little time our team had, I'm very glad you enjoyed playing through as much as you could without all the visuals and SFX we planned to add before submission!

There will definitely be a visual update alongside some SFX things later this week to help everyone get through Knight's Memoirs more easily!