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A jam submission

Nena the wind bladeView game page

Shoot'em up Platformer Game
Submitted by Falass — 1 day, 1 hour before the deadline
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Nena the wind blade's itch.io page

Results

CriteriaRankScore*Raw Score
Genre Mashup Incorporation#222.4212.421
Engagement/Fun#222.5792.579
Magical Girl Concept#242.5792.579
Polish#262.1582.158
Overall#272.3532.353
Originality/Creativity#292.1052.105
Audio#292.0532.053
Graphics#302.5792.579

Ranked from 19 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?
You play as Nena a girl with power of wind.

Which genres from categories A and B did you choose?
Platformer and Shoot 'em up

How does your game mash those genres?
Level are platformer and player fire projectile.

Were the graphics/audio assets for your game made during the jam?
Art and code made by myself in the duration of the jam. sound are from freesound.org

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Comments

(+1)

Clean and playable, which is a big plus. I like the character design and art. Does not particularly remind me of the shootemup genre. The platformer level design was good. Good work for first game, hope to see more!

Submitted(+1)

This a solid platforming game!

I like the idea of the character, they seem pretty cool and there's a lot of potential for wind-based attacking. I do wish there was some sort of narrative  or at least a basic story/mission, but that's hardly a game-jam requirement.

The artwork, while rough, actually looks pretty nice! I like the overall style and atmosphere. It could probably be cleaned up a bit, but I actually don't mind some of the simplicity, especially the backgrounds.

The gameplay was fine, but it could also probably be improved... tighter controls, more attack options, moves, etcs. The basic enemies were really easy, but the boss crushed me at first! On my second play through I did find a rhythm of jumping and attacking that worked pretty well, but I still just barely defeated it.

From a mashup standpoint, it did feel a little light on the SHMUP elements. I'm not sure the best way to make it feel more SHMUP-y. Maybe faster attacks, more projectiles to dodge as you move through the level? As it stands, I think it's enough to be considered fulfilling the requirements, but it could be pushed further.

Overall, for a first game-jam game, I think this is great work! There's a lot of good stuff here, and tons of potential to expand on. Keep it up!

(+1)

The graphics are pretty nice. Some of the platform tiles don't seem to be used properly, and I'd like to see more animation overall, but the graphical style is appealing and the character art stands out from the crowd.

I'm not sure if I'd call this a platformer/shmup so much as a run and gun, but it's a tried and tested formula.

Movement isn't as responsive as I'd like. Enemies move slow, so it's possible to use terrain and plan ahead to deal out damage without getting hit, but it's not as satisfying as some other platformers.

Sound is functional but not really more than that. The music is pleasant, but doesn't loop or doesn't loop properly. The walk sound appears to overlap or loop oddly.

I made it to the boss, and then died. I took too many hits early on and struggled to get in attacks while also getting hits in on the boss. 

I'm a sucker for narrative games and this didn't scratch that itch, but I wasn't expecting it to so that's not a knock against it.

Overall for a first jam game, this is pretty good! It's functional and relatively complete. There are definitely things that could be better or could use some tweaking, but as it stands it's not bad, and you can take those lessons and improve this after the jam or apply them to a future game.

Submitted(+1)

The thing I like about it is the attacks and mid-air suspension which is a good touch to make it feel like I have the power of the wind. The difficulty is well-balanced and the enemies do not feel bullet spongy, which is a sign of good game design.

Although wind is the theme so it’s expected for the player to move differently, there’s something a little off with the jump - the change in velocity feels a bit sharp/drastic which made it feel a little unnatural. It’s hard to describe the feeling because I still want to feel like I have wind powers in my movements, but it just needs a little tweaking to make the player feel more in-control, more precise. Overall, it’s a decently fun platformer but feels too simplistic at its current state. Nevertheless, I feel that the game design is heading in the right direction and just needs time to be more refined and developed. Good job!

Submitted(+1)

I love the character design in the cover art. I wish that same style and level of detail was given to the environment as well. I would love to see the view zoomed in with larger sprites rather than such a big world and tiny people. The controls were a little awkward to get used to for me but it works. I could see this shaping up to be something if there were more time for polish.

Submitted(+1)

This is a good basic platformer. The jump-and-shoot routine reminds me of Mega Man - since I'm a longtime veteran of that series, I felt right at home!

Here are my critical points (many of which others have already stated):

  • Making the indestructible damaging object a red hexagon isn't very intuitive. I mean, the red color is fine because that does communicate danger of some sort, but it needs spikes or something to more clearly communicate what it does.
  • The horizontal-moving platforms don't carry Nena with them. I could see this being a gimmick somewhere, but it's not very intuitive design.
  • The backgrounds are as basic as it gets - pure shape and color, no texture. It's OK for a jam game and ensures the characters don't get lost in the scenery, but it's also doesn't make me feel like I'm in the character's world.
  • This game could really use some background music
  • The jump is a little floaty. There even seems to be a slight double-jump if the jump key is held down.
  • The boss battle is basically a bigger version of the other enemies and has a projectile slash like Nena, but due to the boss' size those attacks tend to go over her head, so it's not a very challenging fight. I suppose it could be OK if this were the first battle in a longer game, but a little more threat and variety in attack patterns would be a significant improvement.

I do have some positive points too:

  • The challenges are on the easy side but not completely devoid of challenge - the enemies frequently approach from an angle, so you have to jump and otherwise maneuver to attack them if you don't want to get hit.
  • The sword attack has a decent amount of range. It doesn't span the whole screen, so there's still some positioning challenge in using it. Enemies die in a reasonable amount of hits to it.
  • No crazy precise jumps
  • There was a point where I thought I was stuck, but with a little backtracking I could see the solution.
  • As mentioned earlier, the characters were easy to see
  • Character hitboxes make sense

Overall, this felt like a good first game. Maybe not amazing, but by no means a failure either. I hope you continue to improve your skills.

if every bad guy drops health it makes it too easy. Boss was too easy too.

if  you are able to use the attack as often as possible, then allow the

player to hold the button to spam. Its nice to not have to press buttons like crazy.

overall, a nice little platformer, but could use more polish (music, better sounds, more variety, challenge etc)

if every bad guy drops health it makes it too easy. Boss was too easy too.

if  you are able to use the attack as often as possible, then allow the

player to hold the button to spam. Its nice to not have to press buttons like crazy.

overall, a nice little platformer, but could use more polish (music, better sounds, more variety, challenge etc)

if every bad guy drops health it makes it too easy. Boss was too easy too.

if  you are able to use the attack as often as possible, then allow the

player to hold the button to spam. Its nice to not have to press buttons like crazy.

overall, a nice little platformer, but could use more polish (music, better sounds, more variety, challenge etc)

Submitted(+1)

i feel funny that developer knows the red hexagon doesn't look like a damage source, so he put one right in the begining with a healing orb so that player can learn it. I would suggest just quickly draw a pile of spikes for it.

the level design is alright. I think it's a good learning resource as it has dividied sections. from jump-focus sections to fight-focus sections, also a boss fight room. Even when the game is so small, i can still see the dev is trying to maintain a learning curve.

i look forward to your next game

Submitted
Deleted 2 years ago
Developer

Thanks  for feedback!  That help me a lots.

Submitted(+1)

Nice little game that was fun. Controls were pretty good. I don't know if I would call it a shoot-em up. More like a platformer with projectiles.

(+1)

I beat the game first try so it made me feel like a good gamer uwu