Designs and atmosphere were amazing! I really liked the variety of styles each of the magical girls had and felt they had a pretty solid variety of abilities and party compositions you could go for. I think having a main character that could go for different classes was a good way to keep the build options open while still having a POV character. I think there was an issue with the support version though, since the second support ability and the first persistent ability have basically the same text description. For that matter, it was kind of difficult to feel the effects of the different buffs and effects in combat, and not being able to track them after they've been used made some parts difficult to accurately plan around. This was most common with enemy Guarding effects, but there were also several times enemies hit someone with a debuff that I have no idea what it did. Really liked the camp scenes and would be interested to see more of them.
Zactyl
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Super fun to play! The last baking day really had a lot of pressure - messed up one order and it was like everything else started falling apart lol. Only thing I think felt off was after picking up the duplication upgrade, I'm not sure if I was supposed to hold down the ingredients to make more. Like I would drag the milk over the pan, and some would go in, but the milk would still be lit up like I hadn't done that part yet. The music was super nice, and I enjoyed getting to read your comments on them from the main menu, as well. The transitions between everything were also really nice. Really well done overall!
Pretty nice game! It had a really nice humor to it, and the art style was extremely charming. I did find it to be more on the difficult side though. On one of the last platforming jumps, I think it detects me as "standing" on it too early as I'm going up to it, so by the time I'm coming down to land on it, it's already flipped down. I had to restructure the jumping method for that one specific jump after it had killed me. The boss fight was eventually manageable on Normal Mode, but especially the "Let's Circle Back" attack on Hard Mode felt pretty difficult to handle at all. Also felt really rough to start the whole fight from the beginning on top of having the fist slam become an insta-kill. I couldn't tell for sure, but I think he swiped longer too? In any case, I don't think I was ever able to get past half health on the Hard Mode version. The ending was pretty nice, I don't know how the rest of the points are calculated, but it'd be interesting to see what happens if you actually don't get placed.
The main character was pretty cute! Seems like the double jump wasn't working though, so I didn't get much of a chance to explore around a bit more. The pit also just kept me stuck there, so even after falling out of the world I had to manually restart it. I thought the attacking wasn't working, but it looked like it did damage to the final boss at least, so I think it just needs some sort of tell to show that it's working. The dashing was fun, it seems like if you time it right you can keep your momentum and move super fast, though it was hard to get a hang of it. I actually ran into the final boss at a high speed at one point and I think I slid into a different plane so I couldn't attack it - though it jumped towards me into the same plane so it kind of solved itself.
This was pretty interesting! There were quite a few different options to choose from, so it looks like there are lots of different ways that you could build a run. For my playthrough, I basically just Might maxxed, but I played around a bit with some other options like the Shield + Tidal Waves stuff just to see how it might work. A lot of the enemies had some pretty cool mechanics, too. Though, I wonder if there was a way you could have the first level enemies do something more interesting than just basic attacks while keeping them simple and straight-forward for the player to get a handle on the mechanics. Since everything is strictly beneficial, the "Skip" option doesn't really seem to mean much - seems like it only would come into play if all your options are at the cap already. As always, the game was very humorous and got quite a few laughs from me. Also, nice job being able to fit so many of the themes in there as well. Would be interesting to see what kind of unique mechanics the other theme's bosses could have.
Super cute game, and I love the idea behind the combat system. Feels really good to be able to pull off one of the big attacks and get a lot of hits with it. It felt like it was kind of difficult to do anything beyond the first level attacks though, it didn't feel like I had a lot of room to maneuver or time to build up charge before I was about to get attacked again. The effect when you get hit kind of threw me off as well. Returning to the spawn point makes sense for when you fall off, but if I got hit, sometimes it would just send me straight into another pile of enemies when I was already positioned more like I wanted to (mostly only had an issue with the long level with this).
The style of the game was also super nice! I really liked the way the sprites were mixed in with the environments, made it feel like a pretty unique vibe. The game was pretty funny too, and the music was quite nice to listen to.
Really nice job! The presentation of everything and the feel of the controls were pretty great, and the level design felt like it had a lot of interesting platforming puzzles to work out. Some of the obstacles were pretty tough to overcome, though, it felt like. I think I had the most struggle with finding the right timing for the geyser for quite a while. In regard to the life system, I thought it was pretty clever to use the red overlay to signify you're on the last life. At first, I really liked the look, too, but as I got to the later levels it would sometimes make it pretty difficult to tell how I would need to navigate on the upcoming obstacles. It also being sort of an all or nothing system meant that if I died once or twice early on, I would just do a full reset because I wouldn't think I would make it without all my lives.
For the environmental obstacles, it kind of felt like I had way too much time to dodge the lasers and not nearly enough time to dodge the boulders. They seemed to only trigger once though, so it meant that in most cases I didn't really have to factor them into my pathing at all after the initial shock.
On a second playthrough to improve my time, I noticed the layouts were different, too, and thought that was pretty cool. Gives it a little replicability by seeing what kind of level it might generate next time, and I see in other comments mentioning it's generated via chunks. One thing that might be good to look into in that case was there was a few times I would die and get sent to what I would imagine is the next chunk's checkpoint, so there might be some kind of trigger bug for that part.
There's a nice basis here that I think you could expand a lot. Shame that you ran out of time though. I think exploring those first two rooms had a nice vibe to it. Took me a minute to realize that the bookshelves with dialog had some extra books on them, so it was nice that I wouldn't have to click on every individual bookshelf to check if there were dialog. The final witch fight was a little rough, though I don't know if I was misunderstanding some of the abilities. It felt like the strong attack's damage wasn't lowered by my defense ability or counterattack, when I figured it would be. The designs for the enemies were pretty cool too, and I think adding some of those stories right before the boss fight is a good way to give them some hype before the fight.
This had a very strong impact! The introduction was super strong, voice acting was well done and the effects on it really enhanced the vibe. The arena and character designs were super cool and the music really fit well. I think with a bit more work on the fight itself it would be really good! I think adding some feedback to the other moves would help a lot, too. I tried them out a couple of times and couldn't tell what they were supposed to do, though after I would get hit it would look like I didn't lose HP, so I assume they did do something. There was also a moment during the mid-combat cutscene where I got attacked in the middle of the dialog (since I assume it recognized it as her turn while it was playing still). I didn't lose any HP from it, so it wasn't the biggest deal, but it did throw me off from the scene. Also, it looked like if you hover over the buttons during cutscenes, you can see the tooltip for the attack hotkeys.
Looking forward to seeing where you take this!
There was a nice eerie vibe going on that was pretty nice. It was a little hard to tell what I was getting from each of the blue books though. It's probably a bit difficult to do so with the setting being a school, but some of the pathway would feel a little samey. It was mostly fine, but there were a couple times at four-way intersections that I would get a little confused about which way I came from and where I haven't explored yet. I did like that it looped you back around to the locked door after getting the key - when I first saw it, I had thought it was more like it was limiting the play area, so I hadn't thought of it by the time I picked up the key. Dropping us off back there was a very good way to remind us about that roadblock.
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.
A very interesting concept! Caught me pretty off guard when reading the description but was fun to see in action. The games themselves were pretty simple, but I imagine they were basically just vehicles with which to show off the tech. I did try loading in one of the other sprites as a level to see what would happen, and it mostly functioned correctly, so that was interesting to see (I put in tennis-gal, and the tennis game ran mostly normally, but would have some visual errors occasionally, and the score counted into the negatives instead).
Music was pretty nice, but it would get a little maddening after it layers on top of itself whenever you go back to the start screen.
I think the approach for the visuals were very interesting! I liked checking in on the book and seeing the new updates as the game progressed, I think it really helped sell the atmosphere. I think I would have liked it if were a bit clearer when Gerome was talking and when it was narration, but it was pretty easy to tell from context still - just a bit of mental delay when reading. Was caught a bit off guard by the animation, it was really nice to see! I think I may be a bit unclear on the ending though - I have my ideas, so hopefully I'm understanding things correctly.
This was pretty fun! I like that all the weapons felt pretty different, and upgrading them felt nice and felt like they made an impact. It was fun getting to use the new stuff, and having them level up based on how much you use them really helps to encourage the player to try all of them out. Controller support was quite nice, in general it felt better to play on, but I think I may have had some issues using the tether once I started using the controller. I was able to manage without using it since I only started past the first level, but some of the jumps felt like it wasn't catching correctly. The little familiar also didn't seem like it'd attach until after I jumped from the ledge, which made me really apprehensive to do so since I didn't want to fall to my death.
Also, I think there was a bug on the first level at least - hitting the water while gliding seemed to just take me underneath the water instead of killing me, so I would just fall into the void until I returned to level select.
Liked the designs for the characters, and the enemies really gave off an alien feel, so I think you succeeded there. Also, the train was very nicely made, too.
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).
The presentation of this was really interesting. I like the plotline lined out in your game page. Unfortunately, I also cannot read anything, so I can mostly only give my impressions based off of visuals, convention, and what little I got through translation services. But please let me know when you're able to add in English support!
Thanks for playing! I was a bit worried about it being too difficult to remember the longer combinations, so I tried to make the surrounding systems a bit more forgiving. Hopefully it meant it wasn't too frustrating.
I'm glad you enjoyed the variety of the death scenes - I had a lot of fun coming up with them!
Was a pretty fun time, there was a good balance of a variety of card effects with just some high stats ones that did make me think about which I wanted to play each turn, though that definitely was helped by the insane card advantage you get from Bertrand. It might need to be a bit clearer that you can attack the portrait since I hadn't thought to try it out until my second go around.
Ran into a bug when the enemy had a full board and I imagine a card it still wanted to play so it froze, which made me have to restart (although as you can see from the description, I was already in a pretty bad spot, lol).
Kicking it right off the bat with a sick cutscene instantly grabbed me in. It was fun jumping around all the different gameplay styles, everything seemed to control pretty intuitively, but it might be useful to have some kind of indicator when the significant controls change. I think some of the gameplay could use with some tightening up, specifically the hitboxes - it felt like I was getting hit by those shockwave attacks even when I thought I was jumping over them at the right time, and in the runner section it definitely felt like I missed some attacks that I shouldn't have. But honestly, I was hyped like crazy by the end, you did a really great job with all the cutscenes and effects.
I liked that everyone managed to have pretty clear animations, and the game feel of the fighting was very strong - especially seeing people get knocked back from the kicks was super satisfying. Having different moves for upwards and downwards aerial attacks was fun, but it was pretty difficult for me to be able to get to use the upwards ones, I think I would either press it too early before my character actually took off, or too late and I had already reached the apex. Really appreciate all the different story modes, I imagine they'll get expanded out more as the cast get larger so I'm excited to see how it all resolves.
Very pretty art for all the characters as well as the backgrounds, pretty much every shot was very impressive to look at. Kind of got spoiled that there was a twist after seeing it also entered into a few horror jams, but I appreciate all the little hints that they give you, like some distorted sprites in the overworld or elements in the backgrounds sort of disintegrating in the distance. From a gameplay perspective it made it really easy, but I like how most of the monsters don't actually attack you (or at least, keep missing their attacks. I tried it out for a bit and I think only one regular enemy ever hit me.), since they are presumably just terrified rather than posing a legitimate threat. The engagement of the battles could use some work though, since the same strategy basically gets you through all the actual fights.
Well done boss fights that were pretty understandable at first glance while staying engaging throughout. My only concern was with the leaf obstacles - they read more as like an opening particle effect more than something dangerous to me, and it wasn't until I had mysteriously lost health when I realized that they did damage, and I must have walked into one. Some of the attack patterns also feel like as long as I keep walking forward, I won't get hit, though the aforementioned leaves do help out that aspect.
Felt really cool jumping and dashing around mid-air while shooting behind my head, so I think you did a really good job on executing on that fantasy.
Also, a weird quirk that happened due to changing the primary weapon fire to guns is that I instinctively felt the need to reload every now and then. Any time I stopped shooting I quickly hit the 'R' key. Fell out of the habit eventually but it was definitely a little funny once I caught myself doing it.
Somehow managed to get a win on my first playthrough - who needs brains when you can simply punch harder? The checks were pretty tough to make - I thought I had been focusing pretty hard on one stat and still ended up failing some checks. Thankfully it's not like every failed check is an instant death, so I think that's probably fine. I'm interested to see how some of the other routes play out, and what sort of different strategies I'd have to utilize when on another line. My biggest concern was methods to gain Justice - there were a couple times when I made a choice that I thought would earn me some points that didn't, so I wonder if there's a way to clear up what opportunities you have for it. I get why it's not included in the lineup when you explain the other stats since you can't grind it like those, but I wonder if it might be worth including something about it there.
Definitely some immaculate vibes coming off the aesthetic! The colors and music fit pretty well together, and having the player character be 3D was an easy way to have her stick out against the rest of the world. Controls were definitely a bit of a struggle to get used to, I think most notably I'd struggle to get over some of the ledges which would cause me to get knocked back super far - which could be really cool technique if I could pull it off more intentionally!
Gotta say the effect with the boss slowly looming in was pretty cool - I had originally been leaning back in my chair when playing so it blended in at the start, so seeing it metaphorically jump out staring at me when I sat up was pretty spookily effective. Could use with some more feedback on the boss - I could tell I was doing something but wasn't really sure if I was doing the right thing, if that makes sense? Like, I knew clicking on the boss worked, but I wasn't sure if it was something I had to mash, or like try to find something to interact with, or if there was some kind of pattern I needed to follow. I did instinctually mash, it just took a lot more than I was initially expecting so I started doubting. It also sounds like the audio peaks and gets way louder than the rest of the game right when you beat it.
The character design and art was quite good, and I think the idea of having to balance out the political side of being a princess with also being what sounds like a war general/WMD is usually an interesting dynamic to balance, so I'd definitely be into seeing more of how that gets handled.
Really nice! There's a good amount of movement options that all feel pretty nice to use and maneuver around with! I think this would be a game that'd be really interesting to speedrun!
Just a bit of a nitpick, it seems like the nectar counter on the first two levels don't have accurate nectar counters (unless I was missing another 50 or so).
I think the concept was very interesting! Switching around who was in front to tank damage felt like I had to make choices on who to swap out a lot, especially near the end when stuff got a lot tougher. There seemed to be a lot of inconsistency of when and where I could use certain abilities - I don't know if I had just missed some sort of pattern or not, but I think some clearer indication would have helped a lot. It looked like there are some tile/grid indicators in one of the screenshots, but not in the game? I don't know why it got changed, but something along those lines would have helped my perception of the field a lot more.
It was definitely unfortunate that there were quite a few abilities that would sometimes crash the game - definitely felt averse to using them (especially in the longer fights) due to the possibility of a game crash, and losing out on those extra tactical options ended up making Venom Kiss irrelevant up until enemies were right next to her.
The art was very nice, and I liked the designs for the main characters a lot. The enemies were also pretty uniquely themed and felt very cool and intimidating! I enjoyed the music quite a bit - I let the opening theme play all the way through before I started since it grabbed me super early on. The voice actress also did a great job differentiating each of the character's energies and tones from each other.
Thanks for playing! I'm glad that the designs all felt unique, I wanted each of them to stand out at least a little in their own way. Honestly I got kinda carried away doing designs - had to stop myself from trying new ones out or I would've run out of time to do the rest of the game!
That's a lot of good points to consider for improvement as well, a little more direction would definitely go a long way to improve playability, and there should definitely be some more snappiness with the navigation.
Thanks for playing! It's hard to believe it's been so long. Based on what you and others have said, it seems like things really ended up being a lot more punishing than I had anticipated when I was making it. It's something I keep in mind when working on projects now, especially for game jams. Since you mentioned it, I did participate in Magical Girl Game Jam #8! I think I improved in some areas, but I think I also fell back in some parts too. Looking forward to participating again, but I've just had some unfortunate timing!













