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A jam submission

Sora (prototype)View game page

With the control of time and the wind, it's up to you to protect the world
Submitted by Alien Kat (@AlienKatGames) — 4 minutes, 30 seconds before the deadline
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Sora (prototype)'s itch.io page

Results

CriteriaRankScore*Raw Score
Theme Interpretation#123.7273.727
Graphics, Audio, and Polish#183.6363.636
Engagement/Fun#193.5453.545
Magical Girl Concept#193.7273.727
Overall#203.6183.618
Originality/Creativity#253.4553.455

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?
Main character fights monsters through a wand

Which theme(s) do you pick?
Time Dilation - main character can control time Quantum Entanglement - level boss can teleport and split into two. Enemies teleport from another world

How does your game fit the theme(s)?
game leans more towards sci-fi than fantasy

Are all your graphics assets made by yourself during the duration of the jam?

No

some of them were purchased; but most are stuffs made during the jam

Are all your audio assets made by yourself during the duration of the jam?

No

a good chunk of them were purchased

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Comments

Submitted(+1)

Sora (prototype) is pretty much as the title says a prototype that shows some good mechanics used and basic animations that made the game really fun to play even with the lack of polish. The rad and high tempo use of the music track that builds up during the boss stages work really well with what it is intended as an intense boss fight.


Magical Girl Concept:

Sora, a magical girl dresses as a priest, possess magical powers to slow down time as well fire a blast of penetrating air projectile. She basically fulfills the magical girl trait/trope but could use a bit more development in her design to make her stand out more like a magical girl.

Visual:

I find that the level of detail and 3D model art style resembles a PS1 era game where the medium to low image resolution and low poly models gives it that retro feel. Its pretty well implemented with that style as a beat'em up game and it matches the enemy design elements and context in the story. The effort put in to designing the level is commendable since there is a lot of attention to detail due to the various objects and textures used in the level environment. The character as well as the enemy models are animated sufficiently enough to make the game appealing but there is a lot of room for improvements in terms of smoothing the effects and the transitions between animation states. Lots of visual effects have been implemented into the game giving it a much vibrant look in the outcome.

Audio:

The music was used in such a manner that it gives an intense impression during the boss fight. The tracks were either layered or swapped into much higher tempo creating that intensity feel of almost beating the boss. I like the idea of the music being used in such a way to create that tense atmosphere though, it was a little of a let down when the game boss isn't finished at the end as the music got really good when it transitions into the last one.

Theme:

The developer picked Time Dilation and Entanglement where both themes were seen being used in the game mechanics itself. The main character, Sora can slow down time which is relevant with time dilation. For entanglement, the boss split into two with both of them sharing the same health pool.

Challenge / Engagement:

Th game is challenging in terms of having to constantly run around the game field and avoid being hit by the enemy mooks. Its challenging since the horde of monsters keeps coming and can saturate the movable area. There are instances that the enemy can group hit stun lock the player character in place making it unavoidable to escape. Though crowd management can be easily achieved by using the air projectile attack which can penetrate and to travel through several enemies in a group, causing massive group damage. Besides that the time slow and parry is mostly used during the boss fight where the boss only give a brief second to the player to attack after she is parried. The boss fight was really challenging with some surprise change up in the attack pattern but this can be curb by baiting her to initiate the attack at an early state. Besides that, the gameplay quite engaging with some cut scenes when reaching the boss fight. On thing to note is that the boss isn't complete so after reaching the third music track the boss would stay invincible and the health bar never depletes.

Overall:

The game need a lot more of development and polish in order to make the game a complete experience. Even though the game is still rough around the edges and unfinished, I can see that there is a lot of good effort and time invested int the game. I had quite a lot of fun with several play through of the game and hope to see it come out of the prototype stage and into a complete game.

Submitted

This is a nice little prototype of a beat-em-up game. There are some interesting ideas, such as the ability to slow down time, but the whole thing just seems a little "off" to me. It is a prototype, so it's to be expected.

One thing that stands out to me is the ranged attack: I initially thought it was underpowered because it takes so many hits to defeat an enemy, but after playing a while I discovered that even so, the ideal strategy is to just run around until all of the enemies are in a group and then hit them with the ranged attack until they die. Some balancing needs to be done there for sure; maybe make the ranged attack stronger but more limited in use, say only if you get a certain item drop or after you've earned power from melee attacks?

There also needs to be something interesting to bridge the battle segments, be it a cutscene or a minigame. As it is now, I want to dash between the areas, but it doesn't work well for that purpose.

I also feel it necessary to comment on the fourth wave being wholly unnecessary unless you're going to add new enemy types/behaviors to the mix, and the boss needs some work as well. On the topic of the boss, having her offscreen so she cannot be hit really slows things down in an unpleasant way. I suggest reducing the boss to one mechanic, either making dodging the offscreen shots the main mechanic and then allow the player to get some hits in after she's exhausted, or just have the parry/attack pattern.

Needing the mouse only to advance text was clunky. I hope you can make that a keyboard key in the future (and perhaps point out which key needs to be pressed if it's relegated to a single key).

Now for some positives: the attack range is wide enough that I felt like my hits connected when they were supposed to, the limited energy meant I had to use at least a little patience and strategy when employing my long-range attack strategy, and enemies are predictable and defeated in a reasonable number of attacks (you still might want to reduce their health a little). There's plenty of contrast between the characters and the background, and could always tell where my character was (except for a few points where a traffic signal post in the fourth wave would get in the way and obscure my view).

I wish you the best of luck as you continue to grow and improve this game!

Submitted(+1)

This one kind of came out of nowhere but it really impressed me.

The combat in this game is the clear focus, and it's very well done. It looks good, feels satisfying, and plays well. All attacks hitting multiple enemies felt weird at first but makes a lot of sense. The controls seemed a bit awkward at first but I quickly got used to them. I also didn't think the power dash or time slow were useful at first, but I did learn where they were useful and started using them both. Seriously, mechanically this is one of the best games in the jam.

I liked the graphical style, but I can see it being a bit divisive. I think most people will like the stylized characters, but the low-fi backgrounds maybe not. Some things were noticably more detailed than others and I'd like to see that tightened up if you're going to go with this style.

I wish the boss came a little bit earlier; I was starting to get tired of fighting hordes of enemies by the third wave or so. It doesn't get old quickly, because the gameplay is so good, but it does eventually get old. The battle just before the boss was a real drag, and I'm not sure if this is because it has so many enemies, little space to move, or just because I was tired of hordes. If the game were longer it would really need something to break it up whether that was cutscenes or exploration or puzzles. As it stands it's an issue but a pretty minor one.

A healing mechanic would probably be necessary as well. I already wish it had checkpoints; I made it to the boss but then she killed me and I was booted to the main menu.

I actually thought that battle was broken. The enemy was offscreen half the time and none of my attacks seemed to do any damage to her even when she was on screen. I read the comments after and apparently you need to use parry to reflect her attacks, then hit her when she's stunned. This is problematic for a few reasons. There's no indication you need to do it, and I never used parry anywhere because I found it so awkward.

There's a few glitches and prototype-y shortcomings. The one blemish to the combat is that sometimes it feels like I should be hitting and I'm not. The difficulty curve felt a bit odd- the second battle is much harder than the first but the subsequent ones don't continue that trend until the boss. Other than that there's some visual issues with shadows jumping and models clipping, there are some audio issues, the female enemy death animation is weird, and you need to use the mouse to continue dialogue and literally only to continue dialogue. None of these really take away from the game much, though, and they're probably easy fixes.

It was pushing my laptop pretty hard, not to the point of melting it but scenes with a lot of enemies started to slow down. When time was slowed the game felt laggy, but I'm not sure if this is a consequence of the deliberate effects or if there's something killing performance there.

All in all it's not perfect but the core mechanics are excellent.

Developer

Thanks for playing and the in-depth review!

There were several mechanics that are planned but couldn't get in on time (checkpoints and a health regen for example). As for the map I'm still working out what type of setting I'd like so I put something quickly together using unity assets and my own, that's probably why some things looked more detailed than others. The actual game will have a much more uniform style. I'll be honest I didn't spend as much time as I wanted on the enemies or general flow of the game. The boss, dialogue, cutscenes, and menu were implemented several hours before the deadline. My main goal with this prototype was to create a combat system, so it's very reassuring to hear you were impressed by it!

Submitted(+1)

A highly polished game, great looking models and all, nice and fun beat em up gameplay, and challenging too, the slow down mechanic is cool and fits into the theme well, I wonder if you intend on adding a healing feature in the future.

Developer

thanks for playing!

Yup I'll be adding in a regeneration and other mechanics, although it'll probably be after the jam

Submitted(+1)

The artwork in this game is excellent all around. I like the environments as well as the character and enemies. The audio all works well too!

There's a good number of mechanics, all of which can be useful. As the mobs got bigger and bigger, I found myself mostly using the ranged attack, and occasionally dashing to escape. The time-dilation mechanic is a great idea, but due to the fast drain, I didn't find it to be very useful.

I did find the difficulty to be a bit on the high side. Without any healing or checkpoints, I gave up after two tries. I made it to the boss, and found it was hard to tell where she was at any given moment.

I got a few hits in thanks to the parry, but she made quick work of me...

One other stray thought is that the combat could use a little more "umph," whether that be stronger sound effects, visual cues, or other feedback. It was hard to tell when I was taking hits sometimes. Scoring hits on the enemies was better, especially the ranged attack. The melee attack could probably be given a little extra impact.

Seeing as this is labeled "prototype," I can imagine this getting really good with additional balance and polish! As it stands, this is still a great jam game! Nice work!

Developer(+1)

Thanks for checking the game out! 

There were more mechanics I wanted to put in such as checkpoints, but couldn't get to. (Creating the models and animations took longer than expected). I'm in the process of overhauling a lot of the systems, so the feedback is much appreciated.

Show post...

AMAZING GAME

(+1)

I liked it. Good models and animation, also I really liked the level design. Gameplay was fun, but a bit difficult. 

I don't know if it was just me being dumb, or a glitch or something, but I couldn't damage the boss at all. I tried for like 5 min but nothing I did would do any damage to her.

Other than that great game.

Developer(+1)

Thanks for checking the game out!
The final boss is covered by a shield so you need to parry her regular attack to break it and stun her. At the moment, she's not finished so after her last health bar, she'll keep attacking.

Submitted (1 edit) (+1)

This game definitely has some potential.

However, I find it rather difficult (final boss, at least). I didn't finish it. Because of the lack of checkpoints, I don't really have the motivation to try it again (I've reached the final boss twice, but failed both times). The problem is, that I have to play through easy levels, to get the boss, which is not ideal. Also, disability to heal encourages passive gameplay (basically, I only attacked with L, and avoided all close combat)

On the plus side - the game looks very good. Conceptually gameplay is rather interesting, but (imo) it didn't manage to fully unlock its potential, because of the issues mentioned above.

So, it is definitely good for a prototype, but it could be much better with few changes. Which is a shame.

Developer

Thanks for checking the game out. 
Yeah, there were several planned mechanics that I wanted to put in such as checkpoints and a heal on hit but I never got to it. A lot of the mechanics were unfinished too, such as the boss fight( The boss fight actually doesn't end). Basically, I handed in whatever I had. This was me testing the waters, so I'm treating this as a prototype for now and hoping for feedback.

Submitted(+1)

That was quite nice.

The movement felt a bit clunky at times, and the lack of an obvious way to regain health made the whole thing feel fairly stressful. The amount of progress made per fight also felt like a bit of a slog.

But it's pretty. Very very pretty.

Developer

Thanks for checking the game out! I had plans for a checkpoint system among other things but never got to implementing it. I was worried the game might be easy so hearing that it was stressful is good to me lol :p