Hey there! No problem at all! It's cool that you found a team.
And thanks, wish you the best too! ^^
dan_jpg1
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Greetings! I'm Dan. I code for a team, and we came across your post. We love the artworks and illustrations you've got there in your portfolio; they look awesome!
If you're still looking out for a team, we would love to work with you on the Spooktober VN. It's a Fantasy/Dark Fantasy story with the following logline:
The happy ending of a typical Otome game. The villainess is defeated and dragged away, the heroine gets the prince. But just as she gets crowned, the heroine awakens an ancient evil hidden within her, and starts an infection throughout the kingdom. Can the so called "villainess" find the way to defeat her and save everyone?
We think your style would be a great fit to the project! If you're interested, you can find me on Discord as dan_jpg1 and let me know if you would like to discuss more of the project there.
And don't worry, I'm also taking care of the UI so no worries there haha ^^
Hi There! I'm dan_jpg1! First of all, I took a listen through your Bandcamp and was truly amazed by your work. I immediately connected with most of the soundtracks.
If you're still available and on the lookout for a team, we are doing a recruitment for a project with the following logline:
The happy ending of a typical otome game. The villainess is defeated and dragged away; the heroine gets the prince. But just as she gets crowned, the heroine awakens an ancient evil hidden within her and starts an infection throughout the kingdom. Can the so-called "villainess" find a way to defeat her and save everyone?
We think your style fits our story very well and would love to work with you to bring this idea to life. If you're interested, feel free to let me know; you can find me on Discord as dan_jpg1.
Salutations!
I liked this, it's simple, it's fun. And really engaging. I liked the drawings for the Magical Girls.
Notes from my experience:
- Would love to have SFX or BGM while playing.
- I think there should be a scoring system so it encourages the player to take more thoughtful guesses instead of just clicking randomly. (This one's just my competitive self trying to make a competitive Memory Game)
- I think that the drawings could use a little color.
A fun experience and truly relaxing to play ngl.
Great job!
Salutations!
The sprite work is cute and colorful. I like how it looks wacky and makes the stage look more alive.
Really like that the character's expression goes from >:( to :) when performing an action haha.
I got the freeze everyone comments about, but it kinda reminds me to an old kung fu movie that ends with an epic freeze frame of a fight, so I kinda liked it haha.
Just a few notes:
- The hitbox for the enemies is too small, and the main character's is too big. I got hit more times than I could hit enemies, haha.
- Pink Fury 2, when?
I had fun, this was simple and straight forward with what it wanted to tell. I liked it.
Good Job!
Salutations!
Cute sprites. I like the artwork and the animations, haha.
Interesting choice for the music.
A note:
- For some reason, I was invincible for a long time, and every enemy just straight up died when it got close to the character(?). This ended after a bit, and I died haha.
Funny and cute. Thanks for warning about the counter that may or may not work.
You and your partner did a good job.
Salutations!
I really like the art, the designs, and the sprite work are truly wonderful. The main character and the enemies look great, and it's a pretty cute art style.
Gameplay-wise, it is fun and engaging. I like the multi-spell options and that they have their own stats and sprites.
Just some notes:
- The game seems to be endless, not sure if it is.
- Once I die, the game does not let me do anything else, like retry or go to the main menu, which is a shame since the endless thing could be a great arcade-like game, and the retry button would be cool.
- I think the hitbox was kinda weird because I kept receiving damage even though the enemy's attacks were a little far from the main character.
But I enjoyed this game a lot and would like to try again if it gets more content in the future!
Salutations!
Oh, the tragedy. I liked how the story started with a confrontation.
The world setting, the music, and the character designs almost made me feel like that Princess Bride scene, "Hello. My name is Iñigo Montoya. You killed my father. Prepare to die."
I liked the mix between 2D sprites and 3D Backgrounds, it really stands out.
It was interesting to see it, and I would love this project to keep developing so I can figure out what's next on the story.
Here are some notes that I had from my experience playing it:
- The combat was truly confusing. I read the instructions, but I still almost lost because my attacks did little to no damage. I truly do not know how I won. It seems like a very complicated system, so I can see that this could be due to the time constraints.
- Some sound effects during battle would be nice.
Overall, I liked it. The story seems interesting enough, and it feels like the beginning of a great and epic story.
The music was great, the overall aesthetic was well done and even though the combat was confusing, it's a really good concept that I would love to see finished some day.
Great job!
Salutations!
First of all. Onyx is truly adorable. Thanks for attaching a photo; I didn't know how much I needed it after the ending.
The presentation and art direction are flawless, the animations are stunning, the environment is unsettling and creepy, and the design for Luna is absolutely beautiful.
I think the gameplay is truly polished, and it's fun to play, a little difficult to master ngl, I had to play for a while before getting to finish it.
And of course, the story is so emotional. Just a few words were able to make me cry a bit.
I just had a note from my experience that I would love to share:
- Sometimes, when placing furniture with the telekinesis, even though there was space to walk, the character could not pass. I think even though it could be intentional, it did lead me to death in some of my runs because the gap was big enough to make me believe I could pass. Although it could also be a skill issue on my end.
Overall, my final thoughts are that this was absolutely beautiful to play. The gameplay was really polished, and the art was precious.
This was a marvelous job.
Salutations!
This is my last mission! What a way to start a story. I got really excited ngl. This story sounds epic and interesting.
The art style it's pretty cool, really good, and cute to see.
Gameplay-wise, it was solid and well done. I played two runs, and I liked the detail that the end screen's message changes every time you get to the end; that's a nice touch.
I have some notes from my experience that I would like to write down:
- The tutorial text fades out too quickly, and there's no way of reading it back. My first run, I went blind and, by accident, I totally missed the explanation about the Mana Orbs and the Medkits, and waste them at the very beginning hahaha.
- Didn't know that you could enter buildings; a visual indicator would totally help the User experience while playing.
- The Intro music was so epic, but once the game starts, the sudden cut is too noticeable. A little fade-out before starting the stage would help a lot.
- The bullet sprite, for some reason, was backwards from the direction I shoot(?).
Either way, my final thoughts are that the story sounds really interesting. I would like a lot to see more stages and more development. I'm still shocked because the intro was pretty exciting and the gameplay was fun to play.
This was a great work! I really enjoyed it.
Salutations!
Art's cute, I like.
The animation and movement are weirdly fluent, but fun to watch. I actually like the character designs.
Gameplay-wise, the things you can do are solid (haha, get it?), and would be a cool stealth game.
Would love to see more tho. I'd totally play it again if a new version arrives at some point.
Salutations!
I'm not as good for bullet hell type of games, that would be a skill issue on my part. But I enjoyed this experience.
It was nice to see a story about compassion and friendship helping each other with their insecurities, which moved me and made me feel happy; my small heart grew three sizes today.
The character design is really beautiful, and the sprites are cute. Even though there was little dialogue, I totally understood them and their struggles. The third stage actually made me feel identified.
Also, the music was on point. It was totally a plus to hear it.
I have a few little notes:
- After finishing a bullet hell section, it got me to the Main Menu but didn't let me press any button. Had to reset the game each time.
- The music looped a bit off.
- Some sounds for the attacks would be nice as warnings.
My final thoughts are that the story is heartwarming, the characters are cute, and their struggles are relatable and I loved that.
Salutations!
I enjoyed playing this, but I was too sad when it ended. The writing is so good, and it quickly got me engaged.
The art style and designs for all characters were truly stunning. I really loved the art department here.
The story was definitely great, and the twist at the end, even though I was able to predict it, was still a heartbreaking ending that made me wish there was more to the story.
I totally enjoyed the dialogue; it felt so natural during conversations, and their personalities really stood up during all the interactions. I was starting to feel like all ways lead to the same ending, but I was honestly surprised there was a secret romance ending. I would've loved a similar ending with Saint Charity since it's my favorite from the Seven, but who am I to say no to Saint Temperance?
The little extra scenes at the end of the store were too relatable and made me remember my earlier years at my first paying job.
I took some notes from my experience:
- Some of the backgrounds were too much for my eyes. Maybe the half-tone filter was scaled weird or something, I can't quite tell exactly what it was. Just a few of them, not exactly a game breaking issue.
- Some music would help the ambience and would be a great support for all the scenes. Idk if it was just on my end, but I played the entire story without any sound. Though I totally understand if this was due to time constraints.
- And lastly, I want more story. You can't end in such a twist and expect me to just move on :(
My last thoughts are that the story is engaging, the designs are beautifully crafted, and the characters are charismatic as hell. I really hope that you have future plans for this universe and the characters you've created because I truly loved it.
Salutations!
I think the concept of the weapon latching onto enemies, like a snake, to cause damage is original and a bit challenging to master.
The proof of concept was something. (?) I like mysteries and cryptic stuff, and the description is a little ambiguous.
Notes to mention:
- The proof of concept is really short, I think I would like to see a bit more of this on a more expanded.
I like the art style, though. It's cute.
Would totally revisit if there is an update with more content.
Salutations!
This was an awesome experience to play! The Art Direction and the Visual Aesthetic look really polished and cute!
The story shines for how well it translates to the gameplay, and the cutscenes were well executed.
Ngl, even though the story does not show how Alice was before the Override, I mourn their loss of self for the greater good, and that detail alone made the story a tragedy, as many Magical Girl Stories are.
The gameplay was truly exceptional and polished; there were so many things to do in terms of combat that I found myself just wandering around testing them after the first tutorial wave ended.
And definitely appreciate the little details as the cars honking if you get too close or the items being foods with a lot of different effects. It surprises me how much of the gameplay is functional and polished.
I was truly invested, and before I noticed it, it was over.
There were no issues with performance on my end.
I have some notes from my experience:
- I don't know if it's mentioned in-game or if it was obvious for everyone else but me, but I didn't know you could upgrade your abilities until the last chapter. Almost ended the game with the default stats. So I would suggest at least making the Progression button shine or doing something that indicates there are points available for upgrades.
- The last chapter ended up a bit abruptly after beating the last enemy. Maybe due to the time constraint, there wasn't an ending implemented; it happens.
- The Car Throw ability was kinda difficult to aim, would like an indicator on the enemy that it's being targeted. Maybe that's more of a Skill Issue on my end.
My final thoughts are:
The overall aesthetic is truly polished and helps the game shine a lot, adding up the interesting story and the greatly polished gameplay, and fitting music, I can say that I had an overwhelmingly positive experience. I can easily see this being developed into a full game, and it would be awesome.
Maybe is just me, but I need Justice for Alice. I'm still sad that her consciousness is lost forever, and I never even met her, although knowing her would make the mind override way heartbreaking u.u
Salutations!
This is truly addictive to play and got me hooked for a long time.
The Tower Defense gameplay and the lovely art direction that were presented here made the experience truly enjoyable, and it was really fun to play.
The Characters are lovely, and their designs are remarkable. Getting to know their backstories through their cards was totally a plus here.
And I loved that detail you've made in the Title Screen, haha. I got the Bald Yami art, and it took me by surprise the first time I noticed it.
I liked the 2.5D style and the animations, and the Familiars were so cute, and if I keep listing things I liked, I may never finish this comment.
I did have a Crash that I couldn't reproduce on my first run, but I got to finish it and see the Diagnosis Screen on my second run without issue.
And lastly, I have some notes from my experience:
- I'm not sure what I did or how I did it. But there was a moment where every Magical Girl Card Cost dropped to 0, and I could just start spamming my way out of a round. I think that was unfair for the yokais u.u
- I think it would be cool to add the controls in-game. My first round, I truly had no Idea that you could rotate the characters, and it blew my mind once I read a comment here about it. But I do acknowledge that it was also my bad for not reading the page in its entirety before.
- The volume worked weird for me because it was loud at the start, but when adjusting it and then starting to play, the volume got real quiet. Might be an issue on my part, but I'm not quite sure.
My final thoughts are that:
The concept was really good, the designs were delightful, the familiars were cute, the Yokais did scare me a bit on my first run, and I found my experience really enjoyable. I don't know if there are plans to continue developing this and add more content in the future, but I would love to play more of this.
Salutations!
Let me say that I was surprised by how much of the story you've managed to fit into the game, truly impressive.
The open world map was also a novelty. Really immersive and fun.
I've played for a long time, and I don't even know if I saw everything that I could see.
Also I didn't think there would be a Magical Girl Transformation, which was totally a plus!
The story is interesting and engaging. At the end of my playthrough, I was invested in the mystery, and even though I could not solve it, I had fun gathering intel from all the characters.
The Ship section before the Tree Town was fun, and I was kinda expecting it to reappear at some point.
I couldn't find anything else to do after showing every character the scale and asking about the mines. I got the key, but I couldn't find where to use it, I think because there are no mines in the game.
The character model for the protagonist, I can see is detailed, and it was made with passion and love for the project.
And the overall aesthetic made me feel like I was playing a Demo for an upcoming Xbox Classic game that was on an Xbox Magazine Demo Disc.
And of course, I have some notes about my experience:
- The open world controls are a bit stiff, and trying to jump when walking got me stuck most of the time. Even after getting the Magical Powers, I had a hard time getting into the floating island where the Scale was.
- On the other hand, the ship controls were slippery. In those types of sections, a more precise and accurate movement makes it more appealing for the player. I had no problem in that section, but still.
- Wish there were some sort of way to see previous dialogue. I found myself forgetting the instructions, but when talking again with the characters, there would be no dialogue at all.
- Music and Sound effects were disabled by default, and when trying to adjust them in the main menu, but once in, game, they were too low, and I couldn't find a pause menu or adjust them once the story started.
- And lastly, I think some sort of indicator of where to go in the UI would absolutely help a lot. I got lost and disoriented while searching for characters. Being the map the size it is, an arrow or a pointer that the player can see through walls that indicates where to go next would be nice.
My final thoughts are that:
This is truly wonderful. The atmosphere, the world building, the dialogue. As someone who likes to explore and interact with everything I can in-game, I really appreciate that you've gone through the effort of making dialogue for most of the NPCs in town. Even if it was brief, it helped the game feel more alive.
If you happen to revisit this, as the Mayor's Dialogue implies, I will be happy to play it again.
Great Job! ^^
Salutations!
Is this going to be a War-Themed, Survival Horror, Dungeon Crawling game? Because I'm totally invested.
The world-building and design for the characters were truly exceptional. The Magical Girl designs and personalities were so good, and I liked their dynamic.
Reading the story and getting to the cave, I was engaged and ready to battle whatever was coming, and then it ended. I really wanna play a more developed version of this.
The music and the environment were immersive and kinda spooky, ngl. I liked it.
I saw there where multiple things going on, and multiple ideas that I would have love to see. Like the Equipment and Skills menus, which I think imply some sort of combat. Or the health system that appears in the Pause Menu.
But I understand that time was not in our favor.
I have some notes about my experience that I would like to list here:
- Gameplay-wise, I was confused about the controls. It took me pressing almost every key on the keyboard to discover how to turn the camera, haha.
- The transition between the first bit of the story and the cave section was almost instant, and I didn't even process it, so I was confused how we went from preparing for deployment to "We need to hide, quick".
- Some buttons of the UI weren't functional. The Main Menu Options and the In-Game Options did not open at all.
But even so, I was truly enjoying it, and I hope we can see more of this world you're creating.
Great Concept, I really look forward to more of it!
Salutations!
I've played and I'm here now.
The story of a reborn Magical Girl who is now half cyborg is truly interesting. Maybe I liked it so much because I'm such a fan of Robocop, haha.
I tried for a while and could not get past the two gigantic mechas that appear after the Times Square break.
Maybe I'm not skillful enough.
The character model looks great, and the gameplay is kinda addictive. I would have loved to see a bit of story or dialogue in-game.
And I have some notes from my experience:
- I think it wasn't intentional, and I can't quite point out why, but the sound was turned off by default. I had to enter the settings to get the Volume up. I'm not quite sure if it was a problem on my end.
- Also, I could go through walls. I found it out by accident while trying to avoid the first wave of enemies.
- The Parry button, when playing with the keyboard, is too close to the movement keys. I would suggest making it "Space" since trying to press "F" while moving and shooting at the same time was inconvenient.
- The enemies were way too overpowered. Not blaming them for my inability to dodge, I'm aware of my almost non-existent skills in the Bullet Hell genre. But I think that their attacks, compared to the player's, were too overwhelming. I would suggest a Power-up that brings balance to the attacks.
- And the Try Again button kinda presses itself since I have my mouse button pressed constantly for the attacks, so when the game over screen appears, it almost instantly resets the level.
Overall, I had fun playing it, and I think that's the important thing about games, isn't?
I enjoyed my experience, and if there is any plan to develop further the concept of a Half Cyborg-Half Magical Girl searching for revenge, let me know :)
I've just finished, and I must admit that the story got to me.
I felt like I just entered the final arc of a great story that I would love to see.
The tragedy of the characters and the situation seemed so hopeless that I was truly worried for their fate.
This felt like a true Magical Girl Story. If there are plans to develop this story further, please let me know, since I was truly invested.
And yes, there are some notes that I have about the project:
- The gameplay was fun and engaging, although I think it needed a little bit more feedback when doing an action.
Making a sound when casting a spell or when hitting an enemy would be nice. - There are two spells, but I didn't know where to use the vertical one. That could be due to time constraints, so it's not a big deal.
- The art and character designs are so cute, and I really was expecting to see it a little closer.
- And finally, when pausing during a dialogue, the game just turned unresponsive. I didn't notice it until I played twice because I had so much fun haha.
And my final thoughts are that:
Making a 3D game in such a short time it's really time-consuming and ambitious, but I can say that you have a great result here. Great job ^^
Salutations!
I'm a huge fan of the old PSX aesthetic on this one; I think it's really well done.
Truly remarkable how much you've managed to make considering the time limit.
The characters are so fun, I like the designs, and I loved the fact that the interpretation of the themes was kinda literal.
All the gameplay mechanics and changes during the story are fun to play. I think my favorite one would be the Snake Eating mashing button section with the Firebug boss battle (so creative and fun).
I was not expecting the meta commentary about the jam, but I did have a blast with the dialogues, haha.
Some notes I had are that:
- I Tried to play with my keyboard, but the keybindings made it a bit difficult to aim and to sneak since the melee and aim/shoot buttons are too close to the WASD.
- Also, I would really like there to be a little tutorial while playing through the story instead of reading the instructions from the pause menu, although it feels accurate with the actual PSX games that have their instructions on the cases. (Maybe that's more like my personal experience.)
- And for the minimap, I think that an indicator on where to go would be a great addition. I got a bit disoriented while playing some segments.
Overall, I really liked this one so much, and I find it charming and fun.
Great Job, Everyone!



