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A jam submission

Maiden MonstrousView game page

An aerial combat magical girl game
Submitted by Fefeman — 22 hours, 33 minutes before the deadline
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Maiden Monstrous's itch.io page

Results

CriteriaRankScore*Raw Score
Magical Girl Concept#43.8344.200
Originality/Creativity#133.3783.700
Theme Interpretation#142.8303.100
Overall#142.8303.100
Engagement/Fun#152.3732.600
Graphics#162.6472.900
Polish#162.3732.600
Audio#172.3732.600

Ranked from 10 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 playable character is a girl who get her power from strange creature, allowing her to use summon magic and fly... She is also color themed.

Which theme(s) did you pick?
Battle Tendency (more specifically, Battle) and

How does your game fit the theme(s)?
It's an aerial battle in a city, finished only when all the enemies are down.

Were the graphics/audio assets for your game made during the jam?
The things that weren't made for the jam are the attack sound effect and the small house mesh. Everything else was made during the jam.

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Comments

(+1)

Cool magical girl design. Highlight of the game was smashing buildings apart, haha! The combat felt ok, though the seemingly hitscan projectiles of the enemy made it feel really hard to avoid losing health. I'm also surprised at there being no ascend or descend button, considering it's a flying game. Made it feel awkward to strafe enemies without it. The flashy symbols accompanying my shots are nice, but they obscure my vision such that I can't tell whether I actually hit the enemy or not. With a bit more hit feedback and more varied enemy designs that actually require you to throw them in certain directions or something I think this could be really cool! Good work!

Developer

Thanks for the review. 

Yeah, enemy diversity is lacking as of now, I made it so it was quick to implement but it really needs improvement. I've been thinking of some different enemies types and now that I've figured an efficient way to make attacks, I think I'll be able to do it much better. 

For the controls, I thought adding two new buttons for up and down would be overwhelming, but that is actually not a bad idea... I'll have to make some tests.

Submitted(+1)

I love the Cthulian design of the magical girl and her powers. The overall concept of her flying around the city and doing battle was great! I would enjoy knowing more about the character... maybe a little intro story to explain what's happening.

I ended up playing the latest version, since that had WASD controls by default. One of my favorite aspects was the destructable city. I didn't realize that this made the enemies stronger, so I'll admit I did a bunch of damage on purpose just because it was satisfying to see them break.

The basic combat works, but unfortunately doesn't have the same satisfaction that smashing a building does. I think it needs a little more "juice"... made better sound effects, visual feedback for hitting and destroying enemies, basically something that makes hitting the enemies as fun as hitting the buildings. The controls also land in the "it works" category. They're fine, but flying on it's own isn't super fun.

I think overall, this is a really great idea, and a solid prototype as it stands. I hope you keep working on it!

Developer(+1)

I'm glad you liked it.

I'm surprised how much peoples enjoy destroying the building, but if anything that means I need to expand on it. Altho I feel this is a total reversal of the role, with the players trying to destroy the city instead of saving it... I'm gonna see what I can do XD.

And yeah, I do intend to continue it. I'm planning some more updates this month, and to regularly come back to it. I'll add some story bit at some point, altho not this month.

Submitted(+1)

It's hard to describe this one. It feels unfinished in a way, but not the same way as some of the tech demo or stated WIP entries. It's complete in that everything is there, but none of the elements feel like they've been fully developed.

Even with the awkward ZQSD controls (sorry, but it's not realistic to expect people to change their keyboard layout here), I didn't have any trouble controlling the character. At the same time, though, while flying is fine, it's not all that exciting. I'd really have liked to have seen some barrel rolls or other tricks or something.

It's really hard to hit enemies, and often attacks don't seem to connect. I think there's a combination of things at play here. The attacks have very short reach and seem to have a limited hitbox to begin with, and it's very hard to judge where an attack is going to land before you execute it. On top of that, there might be issues with collision as well; sometimes I was sure an attack should have hit yet nothing seemed to happen. There's also not a lot of reaction to hits; enemies just kind of disappear. The same goes for getting hit; your healthbar goes down and that's about it, without any noticeable effect, indication of where damage is coming from, or even indication that you're taking damage.

At first I also didn't understand how attacks worked; the graphics look cool (though more on that later) but don't really indicate what each attack does in an obvious way.

Coming back to the flying, the relatively sedate pace and slow turning don't really work with the attacks. Because of their limited reach and hitbox, you have to get in very close and precise to hit enemies, and the movement just isn't conducive to that.

Destroying buildings is a lot of fun, with some really satisfying effects, but it doesn't seem like there's any point in doing it.

The graphics are hit and miss. The mixture of graphical styles works surprisingly well, and the use of a 2D sprite for the player character is quite charming. I really do wish there was more animation, though, especially when flying because the single frame looks really unnatural. That's probably my single biggest complaint about the graphics. The UI style is good, if a bit confusing, but some of the graphics don't seem to be scaling well and ended up blurry ingame. The world, well, I'm not generally a fan of the lowpoly style, but for what it is, it's done well.

The background music is surprisingly catchy, and has kind of a 90s feel to it. Apart from the aforementioned building destruction, the sound effects didn't really stand out, though they were plenty functional.

Weirdly, for better or for worse this feels the most "jam game" out of all the entries I've played so far. Take that as you will.

Despite being pretty glaringly flawed in its current state, I think this one is actually very close to being a really good game. Tightening up the flying and combat will do wonders for the gameplay, and adding a few more frames of animation would greatly improve the presentation. I'd also look into adding some functionality to switch between WASD and ZQSD controls, which shouldn't be too difficult (though I don't know much about Godot).

Developer

Thanks for your review. I'm glad that even with all its problems there was parts you found interesting. 

I do intend to polish this further, including the point you raised up. The combat and controls are in the highest priority, since a lot of peoples have mentioned it.

Submitted(+1)

Doing 3D in a game jam is always impressive. Sadly I felt the controls here were hard to get used to. Apart from the ZQSD scheme, aiming is awkward since it's in third person and you just sort of have to line up the shoulders of the main character with the enemies. It doesn't help that the enemies are small and shoot lasers instead of projectiles that are possible to evade. Third person aerial melee battles are very hard to do right, and Gravity Rush is just about the only game I can think of which makes this kind of gameplay feel great.

That said, I enjoyed trying out the different abilities and destroying some buildings with them (oops, I made another "accident"!).

Developer(+1)

Yes, Aim and combat are things a lot of peoples pointed issues on, so I'm mostly gonna focus on that after the jam. I'm probably gonna change the combat to be more ranged with more automated targeting to lighten the burden of aim on the player. 

But I'm glad you enjoyed the destruction of buildings, that's what I spent the most time on XD.

Submitted(+1)

It's interesting! The french keyboard layout definitely threw me off, but I got used to it after a little bit (since you mostly just need forward and back with a mouse). I also had a mysterious crash at some point which I don't know why.

I think I inherently enjoying 3D flying in games, so I enjoyed the feeling of playing this and just moving around, even though it's a little closer to a noclip mode than full on flight.

The main thing I think was that the combat wasn't super great feeling. I think there's a few things here: enemies don't have great hitreacts, so I couldn't tell if I was doing damage; it's difficult in 3D space to see how far ahead my hitbox is for light or heavy attacks, and there was no ranged option at all. Enemies have seemingly near instant hitscan projectiles - well, it's not instant else you would die in seconds, but it's close - and they all shoot with the same fairly repetitive timing. That said, when my heavy attack accidentally smacked a building and it exploded I cackled a bit; that was fun.

I really liked the idea of a magical girl just summoning massive tentacles for all her attacks and abilities. The special being a bunch of tentacles that envelop foes was a fun surprise, but given they still attacked anyway (and it wasn't like they moved around much) it didn't actually seem very useful.

Developer

ooh, thanks for this feedback.

How do you think the flight could be made more flight-like? Less acceleration and more inertia?

For the combat, I get from other feedback that I really need to increase the hit reaction of the enemy and make the windup of their attack longer. I didn't think of putting a ranged attack for now, but I think that's a good idea and could replace the basic attack, since I get the impression a lot of my bugs come from it. Tho I'd have to find something in the theme of the MG.

Submitted(+1)

It's a bit difficult cos when i think of flight I usually think planes rather than people, but if you look at Weckar's entry for the last magical girl game jam, I feel like they had some good ideas. In general noclip flight feels like 'normal wasd but no gravity', whereas I think yeah, flight-feeling flight has like, a sense of inertia or drift, accel/deceleration, trailing animation stuff - a real sense of physics to it.

Submitted(+1)

So I changed the keyboard layout to french and then it became playable. The concept of aerial battle is great and fits very well into the theme. My advice would be to make aiming easier as it is quite hard to tell if you hit or didn't.

Also get teleported around and I am not sure why.

Developer(+1)

Thanks for this review...

Damn, I really shouldn't have forgotten keyboard layout. Will definitively think about that next time.

Yes, for the aiming I think everyone who tested it agree it's not enough. The auto targeting system take a too small area, I should make it much larger and give an indicator so the player knows who they're aiming. As for the teleporting, that's a visual effect I didn't manage to make work properly, normally the base attack pull the player toward the enemy, but it's happening too fast. It's one of the things I need to fix.

Submitted(+1)

I guess you are a French and using French keyboard (AZERTY). I am using QWERTY, so the control doesn't feel right. (wait a minute ... my own game is using WASD ... OHhhh)

For enemy's attack, i would prefer projectiles instead of laser (at least for the enemies in the begining level), so that player can dodge. but maybe you expect me to fly around buildings? Also it will helps if they are bigger, or have some aiming system.


Developer

haha, yeah, guilty about being french... I completely forgot about the keyboard difference.

About the laser attacks, I put a slight delay between the targeting and the attack so the player so can be dodged by moving sideway, but if this caused you problems the delay is probably too short. Also yeah, the buildings are also meant to be used as cover. For the aiming system, there is one on the base attack, but it's probably set too small, and the heavy attack doesn't have one.

Thanks for your inputs. I'll try to fix it when I'll get back to the game...

(+1)

The project is fairly interesting, the aerial combat is fairly fluid and fast-paced. The inclusion of a shorter-ranged attack meant creative ways of getting closer to the enemies without being hit so you can hit them. The controls were a bit tricky to figure out, but that's probably because I'm inexperienced in video games that have aerial combat. Enemy sprites don't always show up well at specific angles or heights, so it can sometimes be a bit difficult to figure out where the enemies are and how I can avoid their attacks. However, overall, the game feels overall fairly interesting, and would recommend.