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Magical Girl Tiki ~Death Do Us Part~'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #5 | 4.250 | 4.250 |
Magical Girl Concept | #8 | 3.813 | 3.813 |
Overall | #12 | 3.223 | 3.223 |
Audio | #13 | 3.250 | 3.250 |
Engagement/Fun | #16 | 3.000 | 3.000 |
Polish | #17 | 2.813 | 2.813 |
Genre Mashup Incorporation | #21 | 2.438 | 2.438 |
Originality/Creativity | #21 | 3.000 | 3.000 |
Ranked from 16 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?
Tiki has a gun that never run out of bullets!
Which genres from categories A and B did you choose?
Platformer + Ren'ai
How does your game mash those genres?
Tiki progress through the game via platforms. Although there's a dialogue system for the Ren'ai part, the demo doesn't have enough time to show the full story.
Were the graphics/audio assets for your game made during the jam?
All the graphical assets are made during the jam. The free audio assets are not, and are credited in game.
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Comments
Very very good art and quite funny writing. Gameplay wise, pretty uninteresting. I don't know if those thugs are made of Kevlar or if we're shooting cookie crumbs at them. I'm sure that will improve later.
It was short, but interesting!
I liked the graphic style, it felt unique and had a lot of personality. The audio worked well.
The dialogue also had a lot of personality... I've yet to decide if it's my thing or not, but it certainly gave it a specific feel. The end boss dialogue was funny, in a dark way.
Gameplay-wise, it was solid, but did feel like there's still work to complete. I can see the VN style buttons, but there weren't any choices. The platforming section was fine, but the enemies were fairly simple, and the end boss just stood there and let me shoot him. (Though, perhaps this was intentional?)
Overall it felt like a promising start! I'd be interested to see where this might go. Great work!
This game handled really well, but no enemies fought back. It got kind of old quick.
Thank you for playing! The final version will have better enemy interactions!
I really like the aesthetics and I think the presentation through a TV screen is quite unique. The graphics are excellent. The design of Tiki, her character, the setting, jumping over rooftops and taking down “monsters” with the Moonbeam Hildegard feels quite magical girl-like which is great. I have no problems with the platforming controls, it feels excellent. In terms of level design, I died to a blind drop once but once I knew there was such a thing, I knew to use my magical girl prowess to double jump + the feather-like drop helps (I noticed I can actually fall, then jump, and double jump, which is essentially triple-jumping and I think it is a good design choice). I don’t know why but on my first run of the game, the checkpoint didn’t trigger and I had to go through all the dialogue again on death, which perhaps needs fixing; maybe I jumped quite high in a way that skips the checkpoint trigger area?
The only criticism I have is that there doesn’t seem to be any actual “routes” integrated into the gameplay as mentioned in the game jam overview. The dialogue system is there but there is only one choice, which means the player cannot actually influence any relationship in any way. Though I can see remnants of this with the “<3” and “</3”, and the game page has many more characters who I thought I would meet. It doesn’t have to go through the dialogue system: the boss doesn’t do anything at the end, so I thought maybe there’s a way to not beat him up and get a route, but I tried exploring and experimenting for a bit and it doesn’t seem like there’s a way, at least not in the current version of the game. If this is not the case, please let me know. At its current state, it is a platformer with dialogue, but not so much a platformer Ren’ai mashup. Even if it is a single-route game, there is always a way to influence the relationship among characters, and that’s the part I think Magical Girl Tiki lacks.
With that said, visual novel dialogue is actually a strong identifier of the Ren’ai genre, so seeing it being implemented, plus the remnants of choice means it is still good in my book - it just lacked the content to demonstrate it. So my rating is still decent on the mashup category.
Overall, this game is excellent in most aspects with a ton of promise. I look forward to seeing it be developed further. Well done!
Thank you so much for the feedback! I can see the problem with the genre mashup, but I envisioned the routes to come later in the game. The jam version is just a small part of the game, and although there are a couple of scenes made for the routes already, I wanted to release them together in the final version so there's better continuity. For now, you can imagine the demo as a "common route" you see in visual novels. The checkpoints seem like a problem, I'll add a few more of them in the next version. Thank you for playing!
I have mixed feelings about the noisy pixel art visual style, but it is very consistent and well done. The audio matches well with it.
The gameplay was decent. It was fun, but pretty basic, and had a few minor issues. Gunplay was super basic, though I liked the effects a lot. The double jump feels very loose; if it's supposed to be a double jump it should have an obvious second "kick". I wish enemies responded more when you hit them, and it was clearer when you take damage. I didn't like the number of blind jumps in the level, especially since dying restarts it. I also sometimes found it hard to differentiate between platforms I could stand on and bits of the parallax background.
I suck at platformers and was able to get through this one with no issues, which I view as a good thing.
The boss was underwhelming, but I think that was a deliberate narrative choice. I'm also not sure if Tiki is a real magical girl or a delusional psychopath. Some of the dialogue is funny, some of it is cringe, but the story ends before I could really get a feel for what it would be like overall.
The demo was short and limited but this is definitely one where I want to see the full game someday.
Thank you for playing and the feedback! Enemy and player damage animations are now implemented. The parallax background, double jump, and other items are on the to-do list. As for Tiki... she is a little delusional, but not psychopathic. If you feel a bit cringe, then the dialogue is performing its intended purpose (at least for the first level). Things such as why Tiki acts this way and why she kills will be explained at later levels!
good atmosphere and some nice art, but gameplay is lacking/simple. Its a nice start.
Also the twist with the "bad" guy was somewhat funny.
Thank you so much for playing! Enemies will get an update on the next release, and the final version will have more levels and actual boss battles.
Right off the art is incredibly, both the character portraits and the beautiful stage objects and backgrounds. The controls were smooth and the character felt pretty good to control, they were a bit floaty but I can see how that would be on theme.
I would have liked the screen to be more zoomed out and there was more than one blind jump in the stage. (Also some text telling you have a double jump may have been nice)
Thank you so much for the feedback! The controls do seem a bit floaty, they'll be tweaked in the next update (along with the double jump notification) ! The camera is zoomed in to increase the difficulty of the game (same thing with the one blind jump), but it might just seem easier to me because I know the map ahead of time. If more players have the same issue, it'll get changed! Thank you again for playing!!