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A jam submission

Pretty PyroView game page

My first jam project.
Submitted by BraveKing — 15 days, 13 hours before the deadline
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Pretty Pyro's itch.io page

Results

CriteriaRankScore*Raw Score
Magical Girl Concept#34.2504.250
Engagement/Fun#93.2503.250
Audio#103.2503.250
Originality/Creativity#113.2503.250
Polish#132.8752.875
Overall#133.2143.214
Theme Interpretation#202.8752.875
Aesthetics#202.7502.750

Ranked from 8 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?
Pretty Pyro is a magical girl who wields the different aspects of fire.

Which theme(s) do you pick?
Sadistic

How does your game fit those theme(s)?
Acquire and use magic fire, heat, flame, plasma, burn and blaze to solve your problems!

Were the assets for your game made during the jam? Elaborate as you see fit.
Using mostly RTP assets along some publically available assets.
Pretty Pyro on the front screen drawn by me.

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Comments

Submitted(+1)

Enjoyable overall, but the last battle is a little opaque unless you can remember how each damage type relates to one another, and after you clear the various battles leading up to the last one, there doesn’t appear to be any reference sheet. This could be solved by including this information in each skill’s description: “Deals Plasma damage to the target (effective against TypeA and TypeB)” or something like that.

Submitted(+1)

Good first jam game.

Overall good usage of the rpg engine, but I find the story to be quite random.

Keep up making games.

Developer

Thanks!

Submitted(+1)

The story is hilarious, it's like the spotlight of the game. the battle system is er... interesting. setting elemental styles to all fire related is funny. but apart from that, it's just normal turn based battle. i am not a fan of turn based battle, so i just give up after failed the bossfight. it may be better if i can switch elements repeatedly in one battle.

It's a "heartwarming" submission

Submitted(+1)

For the most part I liked this one, although there are a few things in it which didn't click for me.

It's a pretty stock standard RPG Maker game at first glance, which is fine. Not amazing, but fine. I don't hate seeing RTP assets, but at the same time they don't particularly excite me either. I think only real complaint I have about the graphics is that some of the battlers seem wildly out of scale, and the dragon's world sprite covers up part of the text when saving/loading.

The environments aren't amazing, but they're visually appealing enough, and they make good use of the available assets. I think the only complaint I had is that the house is supposed to be Japanese style (judging by the layout) but is far too big with lots of empty space.

Using sparkly animations to show what can be interacted with is a nice touch. The fact that they're apparently diegetic is even better.

I think the unique elements system is both this game's greatest strength and its greatest weakness. It's a fresh take that's different from the typical four elements or minor variations thereof, and fits the overall theme of the game well.

On the other hand, it's also a stark reminder of why so many games use basically the same elemental system. Maybe some will be able to memorize the various fire types, although that's a bit of a stretch for such a short game, but if you don't, there's nothing intuitive to fall back on. I don't even understand what the difference is between fire, burn, and blaze, let alone why one would be weak to another. The dragon tells you what to do for most fights, but you're left on your own for the boss fight.

I do really like how you can transform into each element type and it's accompanied by a little animation and a different set of sprites. The fact that you can only transform into each element type once works well for the initial battles where you're already overpowered, but less so for the boss fight where it makes it incredibly unforgiving.

I attempted the boss fight three times before giving up, which in my mind is more than a fair chance. I understood by the end of the first run that it's my least favourite type of boss fight: the kind where you have to take the right actions in the right order or you're screwed. It's not the most egregious I've seen, you're not literally one wrong turn away from losing, but if you don't pick the right elements in the right order you can make it most of the way through the battle and then suddenly be left with only the wrong one to use.

You almost need a chart and some notes to figure it out. Which, to be fair, is something some people are into, but I don't generally break out the pen and paper, and for me that's way too much to ask for a short jam game.

Other than the boss fight, the difficulty is actually pretty low. I think some will take issue with that but I much prefer a game that's too easy than one that's too hard in a jam. If it's too easy, I'll note that down but keep playing. If it's too hard, I'm very likely to just give it up.

The story is just okay, but it was enough to make me try the boss fight three times because I wanted to see the ending. It was pretty obvious what was going on from the start, the dialogue was pretty rough, and the humour hit and miss, but I appreciate that it has a story and I appreciate that it strayed from the usual RPG Maker faire which frankly often take themselves way too seriously.

The game has saves, but doesn't have autosaves except for the boss fight. It would have been nice to see more of those.

From the description I wasn't really sure how it implemented the theme of sadistic, but it's a lot more clear in the game itself.

For a first jam game, this a pretty strong entry. I think the core mechanic fell flat and that took away from the game a lot, but it's complete (as far as I can tell), mostly free of bugs, has a story, and isn't obviously missing anything. I think playing it safe by sticking to an engine you know and not trying to push too hard with custom scripts or graphics was a good choice, as well as keeping the overall scope relatively small.

Developer

Thanks for the in-depth critique!

And in particular yeah, I really should've done a better job at introducing the custom fire system. My original plan was that I would introduce the different flame flavors a bit slower, ideally one map trying out each one, but then I ended up not having enough time. Something other have suggested would be adding tooltips of some sort, which in hindsight should've been easier and more user-friendly.

Submitted(+1)

Very silly I liked this a lot. The story really kept me going the whole time and having different styles for the same element was interesting; like the concept.

I just wish you could switch between the elemental styles more than once per combat because their names are easy to mix up. I kinda blew through all of them in the first few rounds of the final boss trying to figure out which one to use haha.

Developer

Thanks! Only being able to change for each element once was meant to be part of the challenge for the final boss, but yeah it ended up being too easy to mix up the elements, if I expand this game I'll need to figure out how to add some kind of tooltips.

Submitted(+1)

The music was fun, although it felt like it was separate from the game. Also really heavily panned. Gives nice stereo separation, but also feels kind of distracting. It's also mixed loud compared to the actual gameplay. They seem to be competing for attention and the music might want to consider a support roles instead of lead

I wish I knew how much health the enemies had. So far I can get about 3 attacks in and then instant death.

The scale of the sprites is a little odd to me, but it's just an observation. I feel like the enemies, as they are all massive makes sense, but the fact that your dragon in the town map is huge and then tiny in battle is a little confusing.

It would be awesome if you could hover over the different icons by Pretty Pyro for a tool tip on what they did.

I like the map boundaries by putting fire sprites up. A fun way of guiding the player.

Overall, this game was fun to play, I suck at this style of game but I did enjoy the experience. Thanks!

Developer(+1)

Glad you like it and thanks for the feedback! Tweaking the music volume in particular is something that I admit I hadn't thought about but could be better indeed and is actually simple to change. Showing enemy HP bars and hovering tool tips is something that I'll need to learn how to do.

Submitted(+1)

Fun game! I think the idea of having all these different types of fire having their own elemental system within itself is pretty fun. It's pretty tough to remember which one is which and how they interact since you only see it during the start of the battle, and they don't have the benefit of having a base level of intuitiveness like something like Water beats Fire beats Grass beats Water.  I liked the idea behind the final boss, and thought it was built up quite well.

Developer

Thanks, glad you enjoyed it! About recalling the different fire interactions, my idea was that remembering how they interact would be part of the challenge, although you're right they're not very intuitive since they're all fire-based, haha. If I ever expand this game, I would probably introduce the different fire elements slower to make them easier to memorize.