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Magical Girl Management's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Magical Girl Concept | #11 | 3.545 | 3.545 |
| Originality/Creativity | #16 | 3.273 | 3.273 |
| Gameplay Polish | #19 | 2.182 | 2.182 |
| Overall | #20 | 2.667 | 2.667 |
| Engagement/Fun | #21 | 2.273 | 2.273 |
| Theme Interpretation | #21 | 2.273 | 2.273 |
| Presentation (Aesthetics, Audio, etc.) | #22 | 2.455 | 2.455 |
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?
The girls the player recruits are magical girls, going through transformations and have varying textual magical powers of healing, clervoyance or manipulation/conjuration
Which theme(s) do you pick?
Priestess of Victory
How does your game fit those theme(s)?
Unfortunetly not much, player praying to roll a good number, there is a priestess outfit, victory is the win condition, it gets mentioned at the very end
If you follow any of the optional challenges, elaborate as you like.
RNG (though there is mitigation), stars (affect RNG and adventure time)
Were the assets for your game made during the jam? Elaborate as you see fit.
Yes
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Comments
I played through twice. The first time it froze when I only had 5 more corruption left, the second time it gave me the victory line before freezing again.
So I'll have to rate it based on that.
Overall a magical management game has a lot of potential and seems to be a great concept.
I would have liked to see some effect of the stars rating or their abilities. The girls also tend to bunch up, making it hard to select which one to send out on the minigame. Resting also seemed to be unnecessary as even when doing missions over patrolling it doesn't seem to build up that much stress. That being said, is there a point to money other than choosing different candidates?
I do like the game as is and think it's a good entry.
Sorry for the freezes.
The abilities and star rating have an influence on the probability of successfully completing a task, but ultimately I would also have wished for them to matter more (tho the abilities descriptions were to be mainly a narrative part).
I didn't intend for the game to be hard. But having a difficulty modifier with a time limit and increased costs could do the trick (I didn't want to just increase the costs as the game could still be easily beaten, but it would just take a longer amount of time).
Money allows you to re roll magical girls, but is also used for resting (de-stressing). At some point I was also thinking of being able to purchase upgrades/furniture for the office, but it didn't come to fruition.
As others have mentioned, this game could really use a better tutorial/more fleshed out minigames. Often times you can just sort of ignore the actual news and do the missions normally. I did like the touch of having colored clothing when the girls were deployed, and this game could definitely be polished up and be a real gem. There's an idea here that could be worth exploring with different party members and the more varied gameplay tasks/sections to engage the magical girls in.
The character customization was a nice touch.
I felt like struggled to get ahold of what I was actually doing at first. I understand the news reels give you information on where to find things for the girls of each given type to do, but ultimately, when I actually finished the game, it was by repeatedly skipping the mini-game section entirely. Speaking of the news reel, that's a sweet marquee effect, but I didn't actually end up reading it that much. :/
This was a very interesting game! I would have really appreciated some guidance about what different things actually mean, etc. I struggled a bit with moving the girls around the map. They seemed to always get caught on the edges.
Overall, the game was really neat and I think it has some cool concepts!
It has a charming art style, and I really liked details like the character customization and unique magical skills. While it's not a dealbreaker for a jam game, a brief tutorial would help convey the mechanics better, even after finishing, I didn't fully grasp all of them. Overall, there's huge potential here for future expansion. Great job!
It was a nice little game. The little minigame with running around the map was pretty enjoyable, and having the marquee to help direct was pretty neat. Took me a while to get used to it, like I kinda went into patrol and got confused when I couldn't interact with any of the people on the map. I did figure it out eventually, though. Since you need to spread out which types of units you have, it gets a little rough when the issues keep favoring one person, though. And the choice of unit in the recruit scene feels a bit arbitrary if the high star ones are objectively better (ie: you just pick the highest star unit that you don't cover the type for). If you plan to expand on the game, I think widening the options you're weighing will help the strategic feel.
Also, I really loved the effect on the transformation. Even couple of cycles I would just assign and unassign them from missions to get the effect to replay. It's a very nice tough.
Also also, I believe my game crashed near the end - I think it was a result of colliding with an NPC right as they were spawning in (it froze on them still fading in).
Well done on this game. I will admit though, that I didn't entirely know what was going on. I don't understand what the 3 places you can put your girls are for, or what effect transforming has, or what the red/green spinner thing is for. In any case, I somehow managed to win.