Sorry, but I have to disqualify this submission. This obviously has the potential to break Madoka Magica's copyright and I don't want to be involved with that. There is also the fact that you used AI generated image for the thumbnail.
Ran d'Reille
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The fact that the rule was easily missable and without sufficient explanation (fixed) is on me. That said, what you did was asking something that was already stated in the rules (as easily missable as it is), and when it was pointed out, you criticized the rule -- I think that's not very nice. I recommend not doing this to other jams.
We came to this decision years ago. Here are the two main reasons:
- Unlike video games, table top games have much higher barrier of entry: you need to print it, maybe cut it out, arrange it, read the rulebook, and usually you need friends to play them. I like to play some of my jam's submissions, you see (although those with the lowest barrier to entry, browser games, take higher priority) -- and well a TTRPG would be too hard for me (and potentially other players) to test it for rating.
- The audience of video game players and table top players are distinct -- a huge portion of video game players don't play table top games, and vice versa.
I'd appreciate your understanding.
As expected from Deltarune dev... this is one overkill submission for our humble jam.
All around very solid: art, music, control, etc. Level design is a bit evil but managable. Some sections remind me of my Silksong PTSD despite not actually following the optional challenges.
One criticism I guess... is that a way to heal other than dying or getting the health upgrade would have been nice.
Given the artstyle you have chosen I suppose I should be a bit more lenient since obviously, the art probably took forever to make.
The game lacks polish, but I like the magical girl concept. The metroidvania aspect though is too linear to be called metroidvania.
If you ever decide to work more on this I am hoping to see the progress lol
Wow.
This game is way beyond overkill for a game jam lol
Unreal by itself is an absolute overkill, and then there is the map size also.
A few feedbacks:
- Said this in discord, but a QoL pointing where to find the highlight would make it harder for the player to get lost (like I did)
- I think the delay between waves is way too long
Other than that, good work. Thanks for submitting!
Good work finishing your project for this jam.
The plant growing mechanic is interesting. Other than that though, there are a few stuffs that hold back this game:
- Artstyle clash: I have to assume the enemies are assets. Due to the differing pixel sizes between the enemies and the rest of the environment they clash very hard.
- Lack of sound
- Slippery control: This is usually not very good in a platformer
Anyways though, thanks for joining!
Good work finishing your project for this jam.
Artwork is nice. However, the contrast between foreground and background is lacking, making it hard to tell at a glance where the platforms are. The game also feels unpolished and can benefit with a bit more responsiveness (e.g. sound effect when shooting/hitting enemies) as well as QoL stuffs. In particular, having to start from the beginning when you die is just brutal.
Forgot to comment my feedbacks here lol. I already had a few words in discord and won't repeat it here, but I do have some feedbacks that are only related to the gameplay regardless of the difficulty. There many things that can be frustrating when it comes to the bullet hell of the game (Since this is obviously heavily inspired by Touhou I hope you don't mind me comparing your game to it in my feedbacks -- I hope I won't sound too harsh lol):
- Arguably the one thing I find to be the biggest hindrance to this game is the movement. The regular movement speed is TOO SLOW. With that speed there is functionally no difference between using regular movement speed and focused movement speed. If you notice in Touhou, the regular movement speed is usually for macro dodging (moving far far away from harm's way) and the focused movement speed is for micro dodging (squeezing in between gaps) -- here tho, due to the slow regular movement speed, there is no such thing as macro dodging only micro
- The shot types... also functionally makes zero difference unless I am missing something. Both the regular and focused shot types have such narrow range. With both the movement speed and shot type making functionally zero difference, there seriously was zero need for me to use the focused mode during my playthrough
- Lastly, the bullet patterns. The patterns are interesting, but I notice most of them are static-ish patterns; well some are not but most are. I think it'd be more interesting to include patterns that consist of aimed bullets such that bullet routing and "streaming" skills are tested. In this game, I feel like only my brute bullet dodging skill was tested... which is fine I guess, but patterns that have some tricks may be interesting.
- Would definitely also love the QoL where you can track the boss's location at the bottom of the screen lol
Looking forward to if you make another similar game next time; hopefully you will at least consider my feedbacks.
Thanks!
The "Dual Mechanics", to be honest, is more like one is a backup mechanics. I always thought that "loop" for "magnifying glass" is spellt "loop", but when I was halfway done making the game, I found out that the magnifying glass "loop" is actually spellt differently as "loupe"... and so I put an actual "looping" mechanic as a backup to make sure I stay within the relevance of the theme.
Not sure about turning it into action sequence tho... I think it would make it into a completely different game... unless if you meant a stage where you need to be quick and precise with your movement and/or the timing of when to burn certain objects -- in that case I did think about it, but unfortunately I didn't have enough time to design before the jam ended.
My friend, you better show me a video of you doing this glitchless no death all rings before I call my lawyers. Some of your level designs are VERY evil.
My grievance aside, I think this is a winning submission material -- won't be surprised if this appears in the video later. Very interesting mechanic, really good (but evil) level designs, and overall just very high quality, polished submission.
Some feedbacks/things I think are strange:
- I wonder if I am overthinking this but I do not think the spikes add value to the puzzle element of the game. I feel like it is just a completely separate challenge to the main puzzle mechanics.
- For the gun/laser contraption, there is an obvious extreme imbalance lol. The laser is obviously insanely far more dangerous than the gun. Idk if it is intentional but yea I think it's so strange.

The artstyle is beautiful, especially love how well done the environments are.
The rest is passable for a game jam; tho I assume this game is unfinished because I noticed that my characters never take any damage XD (Or does it later? Sorry but I had to end my session early)
Anyway, good work and thanks for participating!





































