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A jam submission

Dreams & Preludes: A Magical Girl PrologueView game page

A Magical Girl Beat-em-up! June Mejos has her life turned upside down when she moves to a new city.
Submitted by ShibeyFaceGames (@ShibeyG) — 9 hours, 14 minutes before the deadline
Rated by 10 people so far
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Dreams & Preludes: A Magical Girl Prologue's itch.io page

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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

Submitted

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.

Submitted(+1)

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.  

Developer(+1)

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

Submitted(+1)

Incredibly polished game, I love it so much. It's fun.

Developer(+1)

Thank you so much, I'm really glad you enjoyed it!

Submitted(+1)

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

Developer

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.

Submitted(+1)

By now one of the most polished and complete games, incredible level in this team. 10/10

Developer(+1)

Thanks so much, really glad you enjoyed it!

Submitted(+1)

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!

Developer(+1)

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.

Submitted(+1)

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?

Developer

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!