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A jam submission

Sakuro: The Phantom MenanceView game page

Follow the story of Magical Girl of Love and Peace in her journey fighting invisible foe that she has never seen before
Submitted by MurionDev — 38 minutes, 9 seconds before the deadline
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Sakuro: The Phantom Menance's itch.io page

Results

CriteriaRankScore*Raw Score
Magical Girl Concept#103.4693.800
Theme Interpretation#103.2863.600
Graphics#132.7393.000
Overall#172.5172.757
Originality/Creativity#172.7393.000
Engagement/Fun#181.8262.000
Audio#181.9172.100
Polish#191.6431.800

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 main character is a girl that has magical power and she have the power to transform too

Which theme(s) did you pick?
Phantom

How does your game fit the theme(s)?
The story is about MC meeting a girl from Phantom realm, her realm colliding with MC's world, so some of the enemy are "Phantom" kind of invisible type

Were the graphics/audio assets for your game made during the jam?
Yes, and some of the graphic and all of the audio are from Open Source which listed in Credits

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Comments

The art is good but the combat is too unresponsive, unengaging, and unforgiving to power through. Enemies need to be more interesting/dodgeable. Cute writing though. Haven't tried the updated versions yet, maybe they're better.

Submitted

i have tried several time. but i still can't quite get how to fight well. maybe it should git gud. the character is cute. And i like the  transformation concept succesfully intergrated to the gameplay. 

the pixel art sprite is good, but for a pixel art game, i think there is more thing to do to make it a pixel game. i can see the anti aliasing filter on the background

Submitted

This was a pretty hard game... but I did manage to beat it! I scraped by on each level, often ending with only a shred of health left. I just BARELY beat the first boss. Strangely enough, the final boss was quite a bit easier than everything that came before it.

The different transformations are cool! That's a good concept that adds some variety to the gameplay. I do feel like the platforming could use some work. It's very floaty and clunky feeling. It didn't always feel like I was in control, and this makes some of the jumping/dodging sections feel harder than they should be.

Graphically, it works well enough, but not everything matches perfectly. Some of the sprites seem to be at different resolutions, and it stands out a bit.

I enjoyed the story, especially how blasé they all were about it. (Oh yeah, we battle all the time. It's cool. Attracts tourists) That was a funny touch. The dialogue itself was a little rough in spots.

Overall, I enjoyed my time with this game, even if it was very difficult! I'm glad I managed to beat it though. Nice work!

Developer(+1)

Thanks for the feedback!

For the game balance, we should've invest more time in playtest and with different player, but i'm surprised you said that final boss was easier than the first one, because we only beat the last boss with spamming kunai(yeah it's a feature that you can exploit because it looks cool) in the second phase.  The first one though, the key is to beat her fast enough before the bats are spawning like i said in other comment.

As for the graphic as you can see in the credits, the assets except Sakuro are created by many different creators, we tried to match the resolutions but it's a bit difficult because we need the assets to match the story too. But we've already takes notes and maybe in the next game the assets will be fully created by us.

Sorry for giving you a hard time and thanks for playing!

Submitted

OK, I love the different transformations, each with their own abilities and attacks, which are all fun to use (you could have a little note in the tutorial that you have to hold to combo, not click repeatedly) . Especially the phantom form, which has the amazing kunai teleportation and a double jump. It's just super cool, such a great idea. I wish I could use it against the regular enemies. However, there are a few problems I had with this game. Such as...

The boss of stage 1.3

I couldn't beat this boss. Form 1 does useless damage and you only use it when you are out of mana and have to kill some goons. Form 3 (the best one) is also useless since it only works on the phantom enemies. Form 2 is your only option for damage, and with the limited defensive options the boss and its minions would always reduce my health to zero before I could recover my mana bar for the second time. The bats would always reliably damage me with their ranged attacks while I tried to get close in form 1, or while I was charging my Level 3 attack from afar. 

After many attempts, I still wanted to see the remaining three stages, but I wasn't about to lose my mind against this boss. So that's where I quit.

Verdict

The attacks and abilities are great in their own right, albeit with slightly clunky controls. The enemies aren't very fun to fight against, and the levels don't do much. For a jam game, it has some very fun core gameplay, it's just that there isn't much more than that. I think it just needs some better music, sound effects, more forgiving enemies, and polish.

Developer (1 edit) (+1)

Thanks for the feedback!

For the boss stage 1.3, the stage was rushed in the last day of jam, and when we did the playtesting yeah it's a bit difficult one and we only beat it in one way, "spam ranged till out of mana then slash slash", if it fails then the bat will spawn and giving player hard time.
We noticed that melee form need a better mechanic because it is literally useless except for refilling mana, and most importantly after seeing all the feedbacks, we should've remove the bat from game.

Once again thanks for playing and for the feedback!

Submitted

It's an interesting concept let down by the general unresponsiveness of the combat. It's buggy as heck, but the biggest problem is that stuff doesn't seem to happen when you actually press the button. Jumps are floaty, but more to the point, even in projectile shooter mode I'd be clicking away and only like 1 in 4 clicks would result in an attack, or even in the attack animation restarting properly. The two goddamn bats on the second level turned into my worst nightmare because their projectiles were near unavoidable given the floaty jump and they tanked an unbelievable amount of magic shots for a couple of bats. I do like the transformation idea but the first and foremost rule of almost any action game is that it has to feel responsive to player input, and this doesn't.

Developer

Thanks for the feedback! I think you misunderstood the concept of 'attacking' in this game because it's supposed to be hold left click to combo and after end of an attack (either stop left click in the middle of combo or end of the third attack) there is 1~ sec delay before you can attack again. I don't know if maybe because there is no indicator about that delay or maybe that concept is no good for this type of game, But we will keep that in mind for our future work if that concept need to be removed or adjusted.
And about enemies, yeah they're far from balanced like i said in another post, and mostly that bats, if you don't have your ranged and the combos (3 attack), then it's RIP.
Thanks again for playing and the feedback!

Submitted

I don't if it's just me but I find that melee combat just doesn't feel right as your character dashes into the enemy and takes damage while the enemy also doesn't get knocked back. Evading bullets is also impossible so you will always take damage.

The transformation is a very cool concept.

Developer(+1)

Thanks for the feedback! The combat surely didn't work as we planned, dash supposed to pass through enemy, and as far as i tested, dashing did dodge bullet and enemy attacks. The melee attack have no knockback because it will break the combo chain, but every hit makes enemy kind of "stagger" and will delay their attack by sec. But yeah this is far from we planned. And thanks for playing!

Submitted

The Phantom Menace makes me think of Star Wars Episode I. Which came out over 20 years ago. Now I feel old.

The concept of being able to transform with different attacks effective against different enemies is a solid one. I'm not sure having melee and ranged forms is necessary; it might be better to just have normal and phantom form effective against different enemies.

I do like that the story is presented in game and the writing is fairly competent.

With the disclaimer that I'm at best ambivalent toward pixel art out of the way, I think there are some good pieces here but a few issues with the presentation that really hurt the aesthetic. The biggest is that scaling isn't consistent, so some graphics have huge pixels (like the UI, which is horrendously stretched) and others have much smaller pixels (such as Sakura herself). There are also some visual artifacts (Sakura appears to have a border or fringe) and possible compression issues (avoid DXT1/DXT5 like the plague for pixel art, BC7 is better but still can butcher things). Even if the assets themselves don't change at all, fixing these issues would make the game look dramatically better.

I don't know if I was missing something or just suck at this kind of game, but I found it ridiculously difficult and didn't make it past the third enemy. I'd expected these enemies to be mooks that would die quickly, but they took tons of hits to kill and I'd lose a big chunk of health in the process. I found combat to be clunky in general, and the seeming lack of effectiveness of my attacks didn't help.

The main menu music is super nice though.

Developer

Thanks for the feedback! Especially in pixel things, tbh i don't know before how pixel games work, i only know about pixel consistency, which is a bit hard to mantain because most of them asset are from the internet.
As for the game balance, yeah we don't have time to balance the enemy stats. and between me and my team, only i (the dev who already know everything) have time to test the game, so yeah it's a lil off balance.
Thanks again, will note that for our future works!

Submitted

I feel like my game was running too slowly? I'm not sure, but I felt like everything moved half the speed I wanted it to. and it took multiple attempts to get the different transforms to work. Might be an issue on my end.

That said, I like your core concepts here, and the character sprites are good. I think you've got a good direction if you choose to go further with it.

Developer (1 edit)

Thanks for the feedback! Maybe everything move slowly because it's because of transformation bug? Because the bug is so gamebreaking,
Anyway i'm releasing a new version(which actually older version) that remove transformation animation and all the transformation bug in it.
And there is video link in description which is my playtesting, if it is still "slow" for you then the problem is the pace of the game which i will take it into account if i'm releasing similiar game like this.

Thanks again and i will tell that to my artist