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A jam submission

Blue LibraryView game page

Are you a "Magical Girl"?
Submitted by Bardon — 13 days, 15 hours before the deadline
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Blue Library's itch.io page

Results

CriteriaRankScore*Raw Score
Theme Interpretation#251.8001.800
Magical Girl Concept#291.6001.600
Presentation (Aesthetics, Audio, etc.)#291.7001.700
Originality/Creativity#301.9001.900
Engagement/Fun#311.2001.200
Gameplay Polish#311.3001.300
Overall#311.5831.583

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?
This game is a proof -> if you solve it, you are a Magical Girl with Superpowers

Which theme(s) do you pick?
Blue Libary

How does your game fit those theme(s)?
The books of the 'Blue Library' are sealed with a riddle

If you follow any of the optional challenges, elaborate as you like.
no

Were the assets for your game made during the jam? Elaborate as you see fit.
opengameart.org

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Comments

Submitted

The delay between being able to play makes it not very fun waiting game, the map is also definitely too big.

Developer

yes, the map is too big. It's a bad game. For the next Magical Girl Jam I make a better game.

Submitted

I don't think I have an issue with the intent behind the game, but I definitely think that it would benefit from different execution. While the puzzle itself is pretty tedious, I think there's room for games to have a bit of intentional tediousness - those "Sort the Museum/Library/Store/etc." type games have been fairly popular recently, so it's not like that in and of itself is bad. However, I absolutely think that it's in your best interest to make the tedium not tedious, as counter-productive that might sound. Like, I think if the selection and moving stuff was a lot snappier, I could see myself sitting through and moving all the pieces around, even if it took a while. But as it stands now, where I'm also staring down the prospect of going through this process hundreds more times, while there's also time where I just can't do anything for no apparent reason - I just saw the writing on the wall and backed out after about 5 minutes. It's a bit of a shame, too, because the story aspect seemed pretty neat, it sort of reminded me of Yu-Gi-Oh's Millenium Puzzle, and I think exploring that could be very interesting. 

For what it's worth, I thought the music was quite nice as well.

Developer(+1)

Sorry, it's a bad game. And: I need game-testers to see it. Maybe you? I can change the game now. I should use less fields, or? and a better algorithm than that simple match-3-logic?

Submitted

Well, I don't think it's inherently bad, just could use some improvements. If I were to say what I'd change in your position, I'd do the following:

  • Remove the input delay from selecting tiles (this is probably the most important one in my opinion).
  • Quick transition animation between the two slots (nothing super complicated, tween-ing between the two points would probably be fine)
  • Some sort of effect when completing a match-3 set - getting a cool effect hits the dopamine receptors (or something like that).
  • If for the fields part you just mean how many of the gems there are, using less would definitely help, but I don't think it solves the issue people are having.
  • I think the match-3 gameplay is fine - it's a classic for a reason. You could consider using some power-ups from some of the well-known ones, but it might ruin the counts for each color.
  • I haven't done the math or anything to prove it's possible, but something you should consider is that a player could create an unwinnable game state by isolating a few gems with no way to match-3 them.

Unfortunately, I'm going to be a bit too busy to commit to being anything like an official playtester, but I would be willing to check out future updates as they come available.

Good luck!

Developer(+1)

I have made it without dead-ends, it's solveable. But thank you for your hints, soon I will update that game. And then I credit you as game-tester 

PS: I was on your itch.io-site, you make good games!

Submitted

I understand that the point of the game is to figure out the puzzle, but in that sense, I don't actually think the game concept is that fun. I wish you did more with the plot. I was able to extract the end card from the dev tools, and I do believe it would have been a more interesting premise to explore what happens after you found the blue library, within the game, rather than in an end card. I just think you put the most interesting part after a puzzle which does take an incredibly long amount of time to finish. 

Also, I feel like the android export is unnecessary.  The game is unplayable on android, not because it doesn't run, but because the text is way too small and the touch targets are also too small.

Submitted

I found this puzzle to be extremely grueling and tedious. Each click has around a three second delay between any actions, which made this miserable to play. The audio is deafening, too. I wanted to see it through, but after about 20 minutes, I wasn't even a third of the way to completing it. There are also zero instructions, so figuring out what to do was completely trial and error.

Developer

That is the trick of the game, to find out how it works. But you are right, there are too many fields. I should have to make it less. When you play 20 minutes, and you have only 10% of the first level, yes, that's frustrating.

Thank you for playing!