Play game
HELL*SPARKLE's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Engagement/Fun | #49 | 2.400 | 3.667 |
Gameplay Polish | #62 | 1.746 | 2.667 |
Audio | #64 | 1.528 | 2.333 |
Overall | #67 | 1.590 | 2.429 |
Aesthetics | #68 | 1.746 | 2.667 |
Originality/Creativity | #71 | 1.309 | 2.000 |
Theme Interpretation | #71 | 1.309 | 2.000 |
Magical Girl Concept | #71 | 1.091 | 1.667 |
Ranked from 3 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?
the main character, Sparkle, comes from a world where everyone is a magical anime girl. her powers let her generate glitter sharp enough to inflict physical damage to her enemies, and also the standard superhuman speed/strength
Which theme(s) do you pick?
World Vanquisher, Re:Unknown X (loosely), and Freedom Dive
How does your game fit those theme(s)?
each of the game's 3 chapter correspond to a selected theme: World Vanquisher refers to Sparkle's past as an inter-world conqueror, Unknown represents the doubts in her mind surrounding events in the middle of the story, and Freedom Dive represents the final level in the game in which [SPOILERS I guess] the player leaps out of an elevator into the ocean to escape their captors [SPOILERS OVER]. the themes are also mentioned by name in the introductory poem of their respective chapters
If you follow any of the optional challenges, elaborate as you like.
There's no music at all in the game, only ambient sounds and weapon sfx. this is also my first time making full maps with level editor Trenchbroom
Were the assets for your game made during the jam? Elaborate as you see fit.
all non-test textures and maps were made during the Jam period; the first person character controller and menu navigation were both borrowed from a cancelled project; all other unique code was written during the Jam period.
Leave a comment
Log in with itch.io to leave a comment.
Comments
I had a ton of fun with this game. It may have scratched a specific itch that I didn't know I had... I really enjoyed the abstract level design! I kind of miss the less "real" levels from older games like Doom, Wolfenstein 3D, Quake, etc.
The gameplay in general was fun, though I do have a few critiques. I wish there were more weapons (a rocket of some sort would be nice!) The two attacks were good, but after a point it did start to get a little repetitive. The controls were solid most of the time, but they were a little floaty and that really hurt during jumping sections. I got stuck in the stairway geometry a few times in Chapter 1 level 3. The end boss... I ultimately beat it by standing behind a pillar and holding down attack. It would have been nice if there was a more "Active" strategy that worked better. That said, beating the boss that way did once again trigger nostalgia for some of those old FPS games where I used to exploit the AI like that.
Overall I really enjoyed this one a lot. Great work!
Nice Doom hommage.
Although I am not sure how magical this game is, it was quite fun!
Interesting work with glowing materials on some levels.
Some comments from me:
But overall it's quite a good work in replicating the spirit of Doom.