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Dreams & Preludes: A Magical Girl Prologue's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay Polish | #3 | 4.250 | 4.250 |
Overall | #4 | 4.079 | 4.079 |
Audio | #5 | 4.050 | 4.050 |
Magical Girl Concept | #8 | 4.100 | 4.100 |
Aesthetics | #9 | 4.400 | 4.400 |
Theme Interpretation | #9 | 3.900 | 3.900 |
Engagement/Fun | #9 | 4.000 | 4.000 |
Originality/Creativity | #14 | 3.850 | 3.850 |
Ranked from 20 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?
June Mejos is a Magical Girl who battles with her enchanted hoodie, and can both melee fight and launch ranged magical attacks. Lillian is a spear summoning magical girl who helps Awaken June's power.
Which theme(s) do you pick?
Grievous Lady and World Vanquisher
How does your game fit those theme(s)?
Lillian is a "Grievious Lady," as events at the start of the game lead to a future of despair for her. June witnesses a "World Vanquisher" in the past who nearly succeeds... and seems to only have been delayed, rather than defeated.
Were the assets for your game made during the jam? Elaborate as you see fit.
All assests were created during the jam, with the exception of Facemelting Solos SFX library, which was created for previous MGGJs and I'm reusing. All the rest of the assets were made during the jam by ShibeyFacesGames (program, story, art, animation), Wynn Art (Manga Page Illustrations), Tyler Gonelli (Original Soundtrack), and Estelle Son (Voice Acting).
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Comments
The artwork and presentation of the story were excellent, and the game was nice and fun as well! The plot was the most intriguing element for me. The game felt nicely polished.
I found myself wanting to use the dialogue and action keys as the same key, and others have already talked a lot about the combat.
Excellent job all around!
Thanks so much for playing, I'm glad you enjoyed it!
Enjoyed your game as always. The manga panels are pretty nice.
The gameplay this time feels less polished. Not sure if this is just my preference but... I feel the game is way too... slow-paced this time. Not only is June's attacks so slow, all the enemies are very thick; wouldn't hurt to make the weaker enemies less thick imo.
Thanks for participating as always!
Thanks so much for playing, glad you enjoyed it! I appreciate your feedback! I've received a lot of comments about the combat, so I'll definitely be updating that if I continue this project. (Note: I will be doing June Mejos and the World Tree one way or another... just haven't decided if this is the right "genre" yet or not.)
Gorgeous! All the art is so cohesive and nice to look at. From the UI, to the story panels, to the characters and monsters. Really nicely executed.
Great narrative too! I liked the interspersed comic sections which gave more story.
Edit: I almost didn't mention the combat! It felt good to wallop a bunch of enemies at once, but landing on their hitbox was a little tricky at times, especially with the ranged attack. By the way, the final fight had a good balance of static hazards and pursuant enemies which I found pretty engaging. Also, I'm not sure if it's possible to fight the nightmare version of [REDACTED] because I chose to go for the crystal. If there are two endings based on the decisions made in combat, that's really awesome!
Thanks so much for playing! I'm really glad you liked the art. I sunk a lot of time into that, and so did Wynn Art for the manga-page sections!
I appreciate your feedback! I'll definitely be tweaking the combat if I continue with this project... I agree that the hit-box detection is too strict on the y-axis currently.
As for your question about the boss... I do think that'd be a good idea! I actually did something like that in my MGGJ7 game, "An Academy Catastrophe." Unfortunately, most players didn't realize there were 2 endings and just defaulted to the obvious/easy way to defeat the end boss. So... I guess I chickened out this time and kept it simpler. :(
Hey, no shame in cutting a corner that may be glossed over anyway! I'm also usually hesitant to focus on content that may be missed by the majority of players.
I really like the art in this game! Are you planning on adding more magical girls in the future, or just June?
Thanks so much for playing! I'm glad you liked the art, I definitely sunk a lot of time into it XD
I've been doing MGGJ since the first one, and I have several other magical girls in the same setting who appear in the various games. If/when I continue this specific game as a longer project, June will probably be the main character still... but other magical girls will make appearances as well. In the back of my mind I still kinda want to make a JRPG style game at some point... if I do that, there'll be additional party members for sure. (If you're interested in seeing the other characters, check out my main itch page!)
This was so adorable and fun! The manga style panels and art all have so much charm and the monsters being monochrome globs are like something out of madoka while still feeling unique and interesting! (love the eyeballs and the mushrooms gave me so much trouble shooting four attack spores!)
The story was a neat twist on genre conventions that felt like a meld of magical girl with super-hero ideas which meshed wonderfully. Lillian and the other side characters were all super engaging (still very curious about Camilla in the forest and Callie and Holly seemed cute too!) and this fit the themes so well.
I really loved this! Hope this isn't the last we see of June Mejos, she is too cute and awesome! Great game!
Thank you so much for playing! I'm really glad you enjoyed it.
I think you're the first to comment on the super-hero connection. A lot of Magical Girl media feels like a twist on the super hero formula, and I was definitely inspired by both traditional super-hero media and magical girl shows like Madoka and Yuki Yuna.
I'm hoping to eventually expand this project out into a longer game... but I have several other unfinished projects I may try to finish up first ^^;
This game is a pretty good starting point, as it's the official "origin story" for June Mejos... But if you're at all interested, there are 12 games in the series now on my main itch page... several of which feature June as the main character! (She appears in every game, though a couple it's just a quick cameo)
I loved the game and had a lot of fun. The comics aesthetic is amazing, and the challenge is good. Good job!
Thanks so much for playing! Really glad you enjoyed it. :)
Finished! I liked a lot but i wanted it to last a little bit more. T_T
Thanks so much for playing! I'm glad you liked it. I am hoping to expand this into a longer game eventually, I hope you'll come back and check it out when I do!
The comic style cutscenes were really nice.
The combat system was good.
I don't understand the slapping attack's use, because the slime enemies are too fast, everything else is a ranged attack and stun locking the enemies is a better option.
That's my only nitpick
Overall it's a lovely game. I had fun.
Thanks so much for playing, and I'm really glad you enjoyed it!
Also, I appreciate your feedback! I agree that the slap isn't one of the most useful attacks right now... If/when I expand this game I've got ideas to both improve it and use it in more interesting ways.
The story is enriched, with mysteric and plot twist , with comic like cutscene and optional character dialogues. It's great. It's also revealing more world setting and lore of the Basin Lake City
For the gameplay, I think so far it's enjoyable. Not too long, and always get new enemy just before the fight starts getting repeative. I do agree with the comments below. Sometimes it's hard to feel the depth. And I feel the range attack should charge much faster. Now if I want to use it, I bascially need to purposed walk to a good spot far from enemies.
Overall I think it's a solid submission.
Thanks for playing, and your feedback! It's very helpful. For the range attack, I may consider re-balancing it. It has some specific strategic value in it's current setup, but that isn't really communicated anywhere in-game, players would have to figure it out on their own. If I speed it up, it'll need to get nerfed in other regards. Definitely something for me to think about!
Nice game! I love to gather the enemies to one side of the screen by slapping them, and then do the normal attack, stun locking all of them until they die. This strats won't work for the boss tho.
Thanks for playing! I'm happy you found the "slap" ability fun to use, it's one of my favorites too! If I expand the game later, I've got ideas for making the slap ability key to a more complicated boss battle. :D
Incredibly polished game, I love it so much. It's fun.
Thank you so much, I'm really glad you enjoyed it!
Amazingly polished game! I love the art, the voice acting, and the comic book vibes of the game! Sometimes it's a bit hard to tell depth and if my punches will hit the enemies though, since all of the characters are paper thin
Thanks for playing! I'm glad you had a good time with it. I appreciate your feedback about the combat. I think I got too used it while playtesting over and over (and over lol). The ground pound has a bit more leeway, but I should probably adjust all of the attacks for better y-axis range.
By now one of the most polished and complete games, incredible level in this team. 10/10
Thanks so much, really glad you enjoyed it!
Really enjoyed this project, has so much work behind it and it was very unique :) My only 'bad' feedback is that maybe there were too much dialogues.
But overall an amazing project for a jam, definitely going on the top in some categories. Cheers!
Thanks so much for playing, and your kinda words! Glad you enjoyed it. And thanks for your feedback! I'm hoping to build this game out, and streamlining dialogue might be a good thing to work on.
Nicely polished beat 'em up, well done!
That's clever to have separate buttons to attack and interact/advance the dialogue, I wish I could steal it into my game =3
I really like the comic-esque visuals, clean and easily readable.
It is also cool to have many different abilities to play with, yet most of the fights allow you to stand and spam the normal attack. So the curve between "stand" to "do not stand longer than a second" in the final fight was quite steep and unexpected. Maybe it would be better sometimes to let enemies cancel the stun?
Thanks so much for playing! Haha, I learned back when I used to do Weekly Game Jam that if I used the same button for attack and dialogue, players would accidentally spam through entire dialogue sections... so I've been there before XD
I appreciate your feedback about the state of the combat currently. I agree that it needs some adjustment. I've got some ideas for making the alt attacks more important, vs just spamming punch. I'm hoping to continue this game as a longer project, and it'll certainly need some variety if it's longer!