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Proxy Hex's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Originality/Creativity | #6 | 4.100 | 4.100 |
| Theme Interpretation | #8 | 3.600 | 3.600 |
| Overall | #12 | 3.367 | 3.367 |
| Engagement/Fun | #13 | 3.200 | 3.200 |
| Gameplay Polish | #13 | 2.700 | 2.700 |
| Magical Girl Concept | #14 | 3.300 | 3.300 |
| Presentation (Aesthetics, Audio, etc.) | #17 | 3.300 | 3.300 |
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?
There are two magical girls. One of them in the reality and the other in a game.
Which theme(s) do you pick?
Hell Burns Red
How does your game fit those theme(s)?
"The game in the game" mostly takes place in hell.
If you follow any of the optional challenges, elaborate as you like.
Unfortunately, the planned mechanics to satistify the side challenges couldn't make it to the first version. So no side challenge.
Were the assets for your game made during the jam? Elaborate as you see fit.
All were designed, modelled and handpainted during the jam except the design of The Witch. She is a character I designed before, waiting her time to be introduced to the Krummverse and the rest of the world.
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Comments
You could make it so pressing space once would show all the dialogue, and pressing it again would make it skip, which is how most games do it. Overall nice idea, but there are still some pain points such as the control scheme being shifted by 45 degrees. Combat also feels a bit lackluster, and most stages are rather trivial. However, the overall presentation was still cool, and although the camera movements could be worked on, there are still some cool ideas here such as with the stat upgrades being tied to the transformation.
Interesting concept, the story could be nice if expanded.
The spinning in dialogue was a bit annoying along with the slow text appearing speed.
The character walking felt off (in the game, the corridor cut scene was cool).
The transformation was a cool idea, but I think it took a bit too long and too much spamming.
It was nice that the levels were different, but were quite easy, especially the survive where you just don't move and win.
This was pretty fun! I liked that each of the levels had their own different mission that wasn't just beating up all the enemies. Was thrown a bit off by the movement at the end, but it was mostly something that just took some getting used to. I do wish the combat was a little more interesting, but I think it was made up for by the content in some of the other levels. The story of the game was pretty fun too. Even just jumping into this game, it seems like these characters already have quite the interesting dynamic going on that was enjoyable to watch.
I hate to see her go, but I love to watch her leave.
This game has quite a charming style, and frankly, as a peasant relegated to the 2D world, I am sincerely impressed by the modeling. I felt like the pawheld segments were just long enough, but not too long. This game, all in all, was pleasant to play.
I noticed that this game doesn't allow fullscreen on the game page which I thought was odd; however, it made more sense as I played the game. The overlay that shows up when you take damage is not scaled perfectly to the viewport, and that happens for me even when the game isn't fullscreen. It seems like preventing fullscreen was a way to mitigate scaling issues with viewport scaling. I recommend fiddling with the `Stretch` settings under `Window` as well at the `Keep Aspect` setting on your camera.
On one of stages on the pawheld (the one with crushers and swinging axes), there doesn't seem to be any animation on the character & the player's movement continues into the fade out which makes the death feel unsatisfying. Just locking the character in place when the camera starts to fade out would go a long way.
Thank you so much for playing and for the kind words! Your intro and screenshot made my day, and I’m really glad you enjoyed the game.
Fun fact: I actually planned the pawheld segments in 2D initially, but my 2D art skills aren’t quite there yet, so I stuck with what I knew best!
Regarding the fullscreen option, I actually just forgot to enable it, definitely not an intentional workaround! Since I was relying mostly on audio cues for enemy damage, I wanted a quick visual effect to show when the player takes damage. It was a last-minute addition, so I slapped it onto its own canvas layer without configuring the scaling properly. Thanks a lot for pointing out the issue and sharing the specific settings to fix it!
As for that death sequence on Level 3, locking the player in place during the fade-out is a great idea to make it feel cleaner. Thanks again for the awesome feedback!
The vibes were so good! I love the dungeon crawler style and how it was broken up into smaller levels with specific challenges. Also, as someone who collects emulation handhelds, the Pawheld was so awesome to see.
I noticed that there was a lot of slowdown/dropped frames on both Firefox and Chrome during gameplay, especially when attacking. When I looked into it, I saw that the debug build of the game was being used. If you use the release build, it might help with that. There were noticeable performance differences between the debug and release web builds for our game, so that might be worth checking out.
When it came to the gameplay itself, I had some issues with lining my character up with the enemies to attack them. The player movement is very rigid, snapped to 8 directions, while the enemy movement isn't. That definitely made it feel a bit clunky, but it was still fun!
I really enjoyed this and I'm kinda down bad for the Witch tbh :3
Thanks so much for playing and for the kind words! I’m really glad yo liked the Pawheld, it means a lot coming from an actual emulation handheld collector!
Thanks for the tip about the release vs. debug build! That’s an awesome suggestion, and I’ll definitely be checking that out.
Since this was my first isometric project, I initially coded it for 2D before pivoting to 3D due to my lack of 2D art skills. That caused some of the clunkiness with enemy alignment, but I hope to fix and polish the movement controls soon.
P.S. The Witch is just getting started, this is only her debut in the Krummverse, so stay tuned! ;)
very nice
magical girl transformation as a whole game mechanic is pretty neat too
great work!
Thanks so much for playing and for the kind words! Really glad you enjoyed the magical girl transformation mechanic.
I really like the direction of this one. Really fits the game in the game really nice
I really like the story, having two worlds is always interesting.
Gameplay-wise it all works well. The input took a bit to get used to asYaBoiBrainz mentioned.
But I got used to it and after that it was off to the races.
The combat is a bit repetitive but I think it does its current job really well.
Good job! I really like your design!
Thank you so much for playing and for the kind words! I'm really glad you enjoyed it. I tried to keep the levels feeling a little fresh by giving each one different goals, but the amount of time and material available for the jam simply wasn't enough to achieve a satisfying degree of gameplay diversity.
I've just updated the game to address the lack of audio and add a few QoL tweaks. There’s no new gameplay content yet, but if you get a chance, I'd really appreciate it if you could check it out!
Interesting concept, but the first thing I noticed once I got into gameplay was that the directional input is off compared to the direction you end up moving (I.e. if you press up, you move at an angle up and left) which I feel might have been an issue with how the camera is positioned. The complete lack of audio is also a bit of a hinderance to the overall game. I can tell that this could be good but it definitely needs a bit of work.
Thank you so much for playing and for the feedback! This was my first attempt at making an isometric game. My original plan was actually to use the mouse for movement and combat (the left click attack is a remnant of that), but the plan changed during development. I agree that the keyboard controls can feel a little unnatural at first with this style of camera.
As for the audio, there was an issue with the way I was handling it in the HTML5 version, and unfortunately I wasn't able to fix it before the jam deadline, so I had to release the game without audio.
Luckily, I've now fixed the issue and updated the game, along with a few QoL improvements. It would be great if you could give it another try whenever you get a chance!