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Project D759's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Engagement/Fun | #23 | 2.500 | 2.500 |
Audio | #24 | 2.333 | 2.333 |
Gameplay Polish | #26 | 2.083 | 2.083 |
Originality/Creativity | #26 | 2.583 | 2.583 |
Overall | #27 | 2.153 | 2.153 |
Magical Girl Concept | #28 | 1.833 | 1.833 |
Aesthetics | #30 | 1.583 | 1.583 |
Ranked from 12 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 protagonist, Del, was turned into an Angel and granted magical powers which manifest as metal wings. There are also a few other magical girls that appear, though their powers are only implied.
Which theme(s) do you pick?
Primarily 3. Smoking [Dragon]
How does your game fit those theme(s)?
There is a boss fight against a dragon. Since Del is going after it for its treasure, this also tangentially hits on [Great Fortune] and [Slays]
Were the assets for your game made during the jam? Elaborate as you see fit.
Mix of new for this game, original but existing, and third-party assets. I made some of the 3D models myself this time! Most of the models, though, along with textures, almost all audio, music and fonts, are random assets. I made the "shadow" enemies for this jam and made the metal wings a while ago. There's also a magical girl model from invadererik.
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Comments
Intersting entry.
I thought Song of Morus was difficult with dodging bullets, but I couldn't tell if the bullets were targeted on the character or going to go past the hitbox. At least you are basically invulnerable.
Enemies popping out of thin air add difficulty, but feel unfair and sometimes they drop items that are outside the bounds for the player to collect.
Overall I think you did great.
Since you put up a web build, I bumped this up my queue as promised!
I realize this is a demo, and that you had limited time, so I'll try to keep my feedback to things not related to that.
Overall, it was fairly enjoyable! Gave me some Starfox vibes. The goofy story was fine for what it was trying to accomplish. Also, that was a quality gib-moment when you beat the dragon.
Controls-wise, it's fine... but I kept wishing that my movement and aiming were separate... maybe keyboard for the movement, and mouse to aim. Although if you're goal is to keep the controls mouse-only, what you have works. Also, without trying it, I can't say if my suggestion would actually feel better.
I found grabbing the crystals and dodging things to be surprisingly tough. The game was easy enough that this didn't matter, but perspective was a little hard for me to judge. One other small thing, I could barely see the tiny enemies on the space background. Took me awhile to figure out what was even happening... at first I thought shots were coming from nowhere.
As for the web build, ran perfectly on my workstation. I didn't encounter any performance issues.
I had fun playing this. I'll certainly be back for the full release, when you get there! Congrats on being the first to break the Goku curse. Just for kicks, my final stats:
Thanks for playing!
It's definitely not meant to be taken seriously, but neither will the full game. I added the ludicrous gibs just for the hell of it, but that's definitely something that's staying in.
I never really though of separating movement and aiming- I'm going for an arcade-y rail shooter, and at least the ones I've played only have the one control. That being said, there are a few different ways to couple movement and aiming.
The perspective and lack of depth perception is definitely an issue. It's mentioned in other reviews and I noticed it in testing as well. There's a few things I'm going to try in order to fix that, starting with tweaking the camera distance from the player.
Enemy visibility is a good point. The enemies are coloured similarly to how they were in Tengoku, which was fine in 2D against those backgrounds, but it acts as camouflage against a space background. I'll probably play with the colours, and/or add some lighting effects. The trails on the small enemies should probably be more prominent, too.
As for breaking the Goku curse, well, I think that's counting the chickens before they hatch. I'll celebrate if and when I finish the final product.
its a game that revolutionizes the magical girl genre but in the wrong direction, love it 10/10
Updated with a browser playable version. The only change from the initial release is a Credits page in the main menu.
Well, I guess this is your lowest effort MGGJ entry so far. I think its worth doing as you experimented with a bunch of new things, so applaud you there. On the other hand the game is about the expected quality in return for effort.
Even the story part felt a bit of a letdown for me, given that its usually your strongest part for me. Maybe I just didn't get enough of the references.
Anyway, it could be interesting but I imagine it will take some effort.
Thanks for playing!
I guess I have a reputation for story-driven games now, but this was never meant to be one of them. It has an excuse plot and that's about it. Sorry for the letdown, maybe I hyped it up too much in the Discord.
It's a very bizarre adventure. I know it's an inside-joke game for n-goku project so i guess it's reasonable.
i feel challenged when trying to see the 3d position of enemies and bullets. Maybe it helps a little bit if they move slower or has color change based on distance.
Thanks for playing!
This definitely edged into shitpost territory at some point, and to be honest I'm probably going to take SE7ENGOKU that direction because I had a lot of fun with it.
I had a lot of trouble with depth perception as well. I think a major issue is that the camera is too far behind the player. I left it the way it is because I was worried that making tweaks would make it worse, but I'll definitely be trying to improve things for the full game.
Unfortunately this game needs a bunch more work before we can give it any meaningful feedback.
Good luck with future endeavors!