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A jam submission

Grind The MoonbeamsView game page

Ride moonbeams in a fast paced arcade action game
Submitted by Vmpwje — 7 hours, 48 minutes before the deadline
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Grind The Moonbeams's itch.io page

Results

CriteriaRankScore*Raw Score
Magical Girl Concept#44.0004.000
Theme Interpretation#44.0914.091
Originality/Creativity#83.8183.818
Overall#83.6363.636
Engagement/Fun#103.3643.364
Gameplay Polish#112.9092.909
Presentation (Aesthetics, Audio, etc.)#113.6363.636

Ranked from 11 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?
She is Lyra Silvermoon (originally from https://vmpwje.itch.io/lyra-saves-the-world) and she rides moonbeams, while also being able to summon the power of concentrated moonlight (in later levels) to defeat the shadow creatures.

Which theme(s) do you pick?
6. Moon Rails

How does your game fit those theme(s)?
She rides on rails made of moonlight.

If you follow any of the optional challenges, elaborate as you like.
Didn't really think about these. Possibly "Limit break" as you gain more abilities as you go through the levels but it's a bit of a tenuous link.

Were the assets for your game made during the jam? Elaborate as you see fit.
Either made or sourced, yes. Most of my assets were downloaded from sites like OpenGameArt, Poly Pizza, Poly Haven, VRoid Studio, Mixamo and Pixabay.

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Comments

Submitted(+1)

I liked your interpretation of the theme and how tightly integrated it is to the game mechanics. Having the character ride along the beams is a fun concept.

Now I didn't like the delay on the controls and it felt a bit unfair at times. I found the best way to beat the early levels was to memorize the layout and once tricks was introduced to spam up up up or just up up on sections where there's no danger of instantly losing. That being said, I found myself more than enough times jumping away from one instant death obstacle right into the next one with no chance of reacting to it, especially when beams cross over and the character jumps downward when I expected upward.
The last 2 levels however suddenly became a lot easier, as all you needed to do was spam up up up, or against the dragon up down up. 

All in all I can see the makings of a great game. Good job.

Submitted(+1)

Neat entry.

The tricks looked cool but they did lock the player into a lot of additional animation and it was harder to perform normal jumps in sequence

The rails were interesting, although sometimes I would jump up onto a rail an sometimes down onto the ground, and sometimes I jumped to a rail I didn't expect to jump to.

Submitted(+1)

Pretty fun game! Took me a while to get used to the response timer, felt like if I had to react to something unexpected (which wasn't uncommon due to some of the camera angle changes), it would already be too late. It went more smoothly as I played more though - more of a change of mindset than what I was anticipating going into it. I found it pretty difficult to tell which rail I would be jumping to once they started overlapping each other, especially on the levels with 5 rails. Sometimes I would go left seeing a clear blue right there but then jump halfway across the map to a corrupted green - that kind of scenario. Getting the combo inputs down was very satisfying, and the progression into the last level's mechanic was very nice! I especially liked the move names, they kind of felt like they really complimented the inputs.

Submitted(+1)

I saw this in the server and it was really good! even if I wasn't lol I felt the controls felt a little floaty however this may be the result of playing in browser. I was looking forward to checking this one out and it did not disappoint! also the VA was really impressive for a jam game! well done!

Submitted(+1)

It looks fantastic! The grinding controls feel responsive, and the introduction of new mechanics across levels is well designed. The voice acting is a great touch, too. Great job overall!

Submitted

The visuals are presented very well and it feels like it would make for a fun endless runner on mobile, however the mixamo animations for the main character make inputs feel a bit awkward and delayed, especially with the jump. It would have likely been better to hand animate the character instead. despite that this is a pretty fun little game. 

Submitted(+1)

The actual implementation of snapping between different rails was quite good. Sometimes even I was unsure if she could manage to get there but somehow she did. Reminds me of older Sonic games in that regard. Attacks was a nice addition to change things up a bit, and adding more rails really helped sell the overall feel of the game too. Only problem for me was the controls sometimes lagging behind a bit, but it's honestly manageable once you get the hang of it.  Maybe you could gain even more speed later by doing certain tricks.

Submitted(+1)

Great idea and execution. The mechanics getting added each level is a great way for the player to learn. I like the design of Lyra and the rails. The camera and delayed controls gave a bit of frustration. Overall good entry!

Submitted(+1)

I found the concept interesting, and the additions of an attack mechanic in the later part was fun.

It's a bit lacking in polish, especially with the camera (it's sometime hard to see what's coming) and the long delay between jumps. Aside from that, it was good fun.