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.
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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.






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