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Mahou Shoujo Sherry!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Engagement/Fun | #4 | 3.818 | 3.818 |
Overall | #4 | 4.000 | 4.000 |
Magical Girl Design | #5 | 4.364 | 4.364 |
Graphics, Audio, and Polish | #5 | 4.000 | 4.000 |
Overall | #5 | 3.982 | 3.982 |
Originality/Creativity | #10 | 3.727 | 3.727 |
Ranked from 11 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?
We have a Mahou Shoujo in the game
Which theme(s) do you pick?
7. [Cherry] [Blossom] Themes
How does your game fit the themes above?
Our mahou shoujo's whole design is centered on a cherry tree, in which Sherry's hair is the tree's trunk which blossoms into Sherry herself
Are all your graphics assets made by yourself during the duration of the jam?
all of it were made during the jam period
Are all your audio assets made by yourself during the duration of the jam?
all of it were made during the jam period
Comments/Suggestions about the jam
I liked working on this jam since Magicals Girls its a theme I really like.
But i think 2 months on a single game jam is a bit overkill >_>
But since it was 2 months, we could make a better polished game as well.
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Comments
Very fun work! Love the art, animations, and the level of polish in general. I did find a bug where tapping X and then tapping X a second time instead of any directional keys cancels the magic stance but stops me from moving afterwards. Thankfully, casting any magic allows me to move again. The boss at the end was confusing at first, but I managed to figure out the solution to use the guard eventually. Armchair gamedev time follows:
The issue is that since you can chain stun every enemy to death, it is never strictly necessary to use the guard (or the blink move for that matter). Perhaps the melee enemies could hyper-armor through the player's attacks, but guarding their attack stunned them. Something to that effect could teach the player an application of their guard that they can use during the boss.
While I'm here wishing for things you could do to expand on this framework: I really found myself wishing there were ways to cancel your attack recoveries into the magic stance. I think you could design a really really fun combat system around doing that.
Anyways, what you've made here is already really awesome! By the end of my time playing, I was really getting into throwing Sherry Bombs to soften up groups of enemies to take down in melee. It was super satisfying! I think what you've built here is very ripe for expansion into something else. I am excited to see what you do in the future!
Wow. This one is impressive. And all the audio and music are also made during the jam period too? I swear for a sec I thought from the quality of the music this couldn't have been made during the jam period...
Very, very polished. I simply love the graphic and the music. Very high quality game here. The difficulty got out of hand very quickly, and I don't think I can beat the boss, but this is very great.
My only complain is the movement speed....... (^.^;
This was a fun experience at first. I like that the controls were presented right away and are mostly intuitive. The magic system takes a little getting used to, though. I was also thrown off at first that you fight in one location instead of moving from left to right. Once I got that, it was a little too easy at first, but then got really hard as the number of enemies increased to the point of being overwhelming. The thing that I really didn't like was the boss: it's not clear how you're supposed to hit it. I never completed the first level because I couldn't figure it out.
It's a great start overall. I would have liked a small announcement at the start of the stage that let me know what I was supposed to do and what to expect, maybe a quick tutorial on how to use the magic items. It might also be helpful to tell the player how to damage the boss or make it easier to just spam attack to hit it. Otherwise, I like it.
Really love the art and animation on this one! The music was good, and the SFX work. I'm not a huge beat-em-up player, but I did enjoy the Scott Pilgrim game. This one gives me some of those vibes! I did however find the boss frustrating... the basic enemies are easy, but then the boss shows up and wrecks me in no time flat. I couldn't figure out how to hit it, and gave up after a few playthroughs.
Still, even if I couldn't beat it, I do think this is a good game! It'd be cool if you made this a longer, more complete game! Nice work! :)
I don't have much to say other than this game is fun and I LOVE this kind of gameplay!
How do you even hit the boss ?
There's a special trick to it :3
o jogo ficou incrível !!!! so acho que faltou um dash para aumentar a mobilidade, o grafico ficou bem legal principalmente as animações, a parte do delay dos inimigos nascendo dos ovos foi bem pensado, goitei muito do design dos inimigos também, jogo muito bem bolado parabens :D
awesome game !!! i think a dash movement for mobilty is missing, the visual is pretty cool and also the animations, the enemies spawing from the egg is a nice feature, i also really like the desing of the enemies , a game very well made congratulation. :D
Valeu mano! É, daria pra botar um dash, mas aí a gente ja tinha backstep, daí não sei
Thanks man! Yeah, i guess we could've put a dash, but we already had the backstep so i dunno
It's a very nice, cute little game!
I have a feeling I'm going to be saying this a lot this jam but this game has some really nice art. Kind of a 16-bit style in this game. I really like Sherry's design and her animations work great. I was too busy to appreciate the background most of the time unfortunately but it's very nice too! It took me until the second playthrough to notice the "Waifus" store.
There's some weird blurriness and scaling artifacts on the main menu which unfortunately sullies the look of that a bit. I'm not sure if this only appears on the downloaded version (which is the one I played).
The gameplay is just really satisfying and I've gone back a few times despite not being any good at the game. The difficulty feels about right to me but is probably too easy for people who are actually good at this kind of game. I still haven't been able to defeat the boss, though.
At first I thought I was just doing magic wrong, then I thought it was broken, then I came around to thinking I was doing it wrong. I didn't realize I had to hold X to charge and then select magic with a direction and kept ending up standing there and charging because I'd hit the direction first or at the same time. Once I realized that I could cast magic a little more consistently although I still found it difficult to do under stress.
The name Sherry does make me think of wine though...
Thx for the comment and playing!!
I think the blurriness on the menu its my fault cuz i made her art with a waaay bigger resolution than the game's, then it lost some quality when it got resized >_>
About the magic, i had some friends comment me that too, guess it could've been explained better :x
I think the problem is that the art was scaled down for the game's target resolution and then scaled up to the actual display resolution which of course makes a mess of things. I'm not sure how easy this would be to do in Godot but it might be better to keep the art at its original resolution (or at least closer to it) and size it down at runtime.
A better explanation of the magic would help. It's definitely unintuitive in that it doesn't work the way you'd expect; I'm not sure about all playtesters but my natural inclination was to hold in a direction and then push the magic key.