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A jam submission

MarmorealView game page

Anime Action RPG
Submitted by Marmoreal Dev — 58 minutes, 54 seconds before the deadline
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Marmoreal's itch.io page

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Comments

(+1)

Cute art. I found a little bug where you can mash Continue in the main menu and the game would load multiple times. You probably also know this but if you run through an area and enter a cutscene, you can see the enemies run in place. Probably should despawn them beforehand. +1 the others saying it could use a skip. Also, have you thought about adding a button that hides the message box? Could be nice.

Developer

Thanks for playing friend!

And thanks for pointing out the bugs, I'll do my best to fix them!

A skip button and hide message box button sounds good

(+1)

Actually pretty fun. I like how I get to play a bunch of different characters right off the bat. I did get softlocked when the fire girl was trrying to turn the giant valve thing though. Models do need some work but you captured some sort of charm with them so far. Also it doesn't run that well on low end machines if that's a concern.

Submitted(+1)

sovl

(1 edit)

Wtf, marmoreal is in 3D now?

While models are just bad, animations and camera work have their moments, and by this I can tell you put lots of love into the game.

Gameplay looked ok, but the forest campaign really made combat shine and it even elevated the melee character which seemed to be the worst of the bunch at first.

If you can figure out what makes forest better than survival or rift, then you could improve a lot. I'm guessing that enemy grouping up too much forces me to play it safely with ranged attacks, same goes for bullet hell that starts when ranged enemies accumulate. Enemies that shoot projectiles are a bad matchup for a melee character, but it could be better if they properly telegraphed their attack so that you would know when not to get closer.

Submitted(+1)

SOUL! This game is so much fun! I love the characters! I love the cute cutscenes! And I really love the gameplay!
And there's so much content too I'm very impressed.

Developer

Thanks friend!

(+1)

I like it, control feels nice and i was pretty impressed with the variety of the characters, i thought everyone would kinda play the same with just a different mesh & effects but it actually plays differently which is great.

There are a few things i noticed tho:

- Unskippable Cutscenes, not really a fan of this one. I'm sure not everyone is interested with the storyline & prefers to just play the game instead (not saying that it's bad, i haven't really paid attention to the story. kek) 

- I don't really see a point in using the shift button, i usually press shift to run faster, but here it slows down your character (?) or is it a block or something? Doesn't seem to be a block tho.

- The UX of the inventory system doesn't feel that good, don't really like how there are different containers for different types of item.  Whenever i receive an item i have to check which type of item it is,  why not put it all in a single container & when you click it, automatically apply it based on its type?

- Last one is probably a minor thing, there seems to be a part of your dodge function which makes it feels a bit inconsistent at times. CMIIW but do you use the player's last input direction everytime you dodge? So what happened here was that, whenever i press dodge (while not pressing any movement keys) i ended up dodging to my last input direction, which caused my dodge direction to be a bit unexpected sometimes. Wouldn't it be better if you add a handler like:  if a player's not pressing any movement key & you press dodge, it only dodges to a certain direction (maybe something like Dark Souls where you'd dodge backwards if you're not moving in any direction)

(+1)

I realized that shift key is for moving slowly between bullets huh? My bad, i don't really play a lot of bullet hell games lol.

Developer

Thanks for playing!

-Cutscene skipping is planned, haven't had the chance to implement it yet though since some level changes are tied to cutscenes

-Shift is for slowing down to dodge projectiles yeah. Think I'll add some attack bonus for it though so it's less boring.

-Working on revamping the UI in general but didn't have time due to demo day deadline

-Maybe aiming direction? Or reverse aiming direction?

>Maybe aiming direction? Or reverse aiming direction

Either is fine i think as long as it's consistent.

Good luck on the game!

(+2)

6 playable protagonists with completely different movesets is utterly hyper-ambitious. What's more impressive is that they're all pretty much fun to play. Good work. Any one of those protagonists would be enough to carry a game.
Hyper-ambitious being the word of the day. I'll light some incense for this horrific journey you've put yourself on. Good luck.

Developer

Thank you friend! I will do my best!