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A jam submission

Dream Magic HeroesView game page

Summon heroes to defend the dream realm!
Submitted by Apho (@AphoDev) — 21 hours, 33 minutes before the deadline
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Play dream

Dream Magic Heroes's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay Polish#33.8893.889
Magical Girl Concept#44.0004.000
Theme Interpretation#43.8893.889
Overall#63.6983.698
Audio#73.6673.667
Engagement/Fun#83.6673.667
Aesthetics#123.5563.556
Originality/Creativity#133.2223.222

Ranked from 9 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 first person you meet, Yume, is a magical girl with dream and sleep magic; she can put people to sleep or influence their dreams. There are also various other magical girls that can be encountered througout the story or pulled from the gacha.

Which theme(s) do you pick?
6, 1-4

How does your game fit those theme(s)?
When the protagonist first wakes up in a new world, they meet again with someone who seems to know them from before. Each of the first 4 chapters fit one of the first 4 themes. In chapter 1, you fight against a horde of foes called Legion. In chapter 2, you meet some magical girls, but it is initially unclear if they are friends or foes. In chapter 3, you fight against Death, who is quite prideful. And in chapter 4, the party is under pressure.

If you follow any of the optional challenges, elaborate as you like.
Senator: Nanomachines can be obtained from the gacha. They harden in response to physical trauma. Elf: Alfr (Elves) can be obtained from the gacha. There are also some elf enemies near the end of chapter 2. Horror: Mild psychological horror elements, characters must manage their sanity or risk going insane. Secret Speedrun Strat: There is a secret joke ending that can be reached during the intro. Gacha: There is a gacha system from which characters and equipment may be obtained.

Were the assets for your game made during the jam? Elaborate as you see fit.
Graphical assets for the new magical girls (Yume, Ayumu, and Mayu), the final boss of chapter 2, as well as the game logo, were made during the jam. All other assets are reused, stock assets, or edits of stock assets.

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Comments

Submitted(+1)

It kept the good old humour and get enriched with new gameplay system. As other say, it seems the good strategy is to keep enemies sleeping. It's a wonderful game. Good job.

Developer

Thank you!

(+1)

I don't know if this is a good thing or a bad thing, but I was shocked by how good this is. The Ascentower and Amai Mahou Shoujo lineage is clear here, but it also really steps things up. It's varied and has depth without being overwhelmingly complex- although serious RPG fans might find it too easy. The narrative is a bit of an excuse plot, but the game is really fun, and the presentation is solid.

It seems to be a pretty long game; I finished up to the end of the second chapter. I have mixed feelings about the gacha mechanics, but it does lean into them in a tongue-in-cheek way. There's some jam game jankiness- some of the UI is clunky, and the art is a mix of very different styles, but the scope and polish had me going "how did you do this in a month?!"

Finally, where did you find music with lyrics? That's an instant +10 to production value right there.

Developer

Thanks!

The music with lyrics was from MV Trinity Resource Pack

Submitted (1 edit) (+1)

So far the longest game I've played in this jam. It's well crafted and the designs look cool. The system and the way everything flows. It feels different from traditional RPG Maker and I love it. The music is also cool and fits really well. Ahh, the main menu character changes, some good details there.

Overall a great game. I'm about to finish but I felt like commenting here first. Yes, I will do that now.

Edit.: Now I realized this one is my current highest rated for this Jam so far

Developer(+1)

Thanks for playing!

Submitted(+1)

very fun game

my main strategy was to keep the enemies asleep as much as possible

midori is always faster than yume, so midori casts sleep and yume casts nightmare

Developer

Thanks for playing!

Submitted(+1)

It took me two nights to complete (though not in a row, I got busy...)

I had a lot of fun playing playing this one! One thing that often bugs me about RPG maker games is that they can feel really same-y and the combat can quickly get boring, plowing through grunts left and right. I'm happy to say that you've (mostly) avoided this! I appreciate anytime devs make custom art for RPGmaker games. Your custom-drawn characters really help make it feel unique. Midori is out of place currently, but I know you are working on updating that.

The real meat here was the combat! I really liked the VN setup, going between story and battles. The battles themselves turned out to be great fun. It's rare that I really feel like I'm strategizing in an RPG, especially one made for a game jam, but this one really worked! I always felt deeply engaged in the battles, and tense ones like the fight with "Death" stood out. Even the non-boss battles all felt quite entertaining.... with a small asterisk...

That's how I felt about all the battles before chapter 4. However, the 2nd battle in Chp 4 (Guilt) felt very unbalanced compared to the rest. Once the grunts were down, the final enemy seemed insanely tanky and high HP. It wasn't hard, just long and boring. It's probably the only battle I started to completely check-out on. The final boss on that stage was better, although maybe a tad tanky... but seeing as that was an important and dramatic fight, it's more forgivable. (Though I do wish the story in that part held a little more weight... the resolution didn't really match the tone of the battle)

The gatcha was a cool element, I'm sure you know that I enjoy rolling for loot and characters! I was never able to roll a character, which did feel disappointing. Not sure if increasing the wishards would help... the x10 x100 options seemed useless, as I always felt gatcha-poor. Not to mention the copium... never even got enough to buy a wishard, let alone something good. I guess that's just the way gatcha goes... but while it was fine when playing, it definitely didn't leave me wanting to go back and farm shards... my luck didn't feel like it'd pay off.

Anyway, while I wish I was able to have rolled Amai or another Apho classic, I still had a great time playing this, and it ranks among my favorite RPGmaker games that've tried over the last 9 Magical Girl Game Jams! Great work!

Developer(+1)

Thanks for playing, and for your feedback!

Wait, did you actually manage to beat guilt by hitting it until it reached 0HP? The idea behind that battle was that you were supposed to use its own gimmick against it, which shouldn't have taken too long...

Submitted(+1)

Ah... well, maybe that's on me. I never really understood what it's gimmick was?

I got it down to between 100-200 hp, and it did get some sort of "death spell" moment where it was finally defeated. I imagine that was the gimmick, but it flew over my head... I was on track to defeat it with pure damage though, my 3-member team was doing fine.

Developer(+1)

Well, you know how it does this move that applies a stacking "guilt" debuff to everyone (including the enemies)? If it ever reaches 10 stacks on anyone, they die at the end of the turn, and you can transfer stacks to others by attacking or supporting them, so you'd have to try and ensure none of your party members accumulate too much guilt while stacking it on the enemy.

Gotta say though, it's pretty impressive you made it that far. Perhaps I should make an achievement for beating it with pure damage...

Submitted(+1)

Oh, I see! My strategy largely revolved around action denial... I could perpetually keep the lightning stun debuff on it, and occasionally sleep if I needed a breather. Because of that, the stacks never got too high on anyone, and I didn't notice the transfer effect... though I guess it did finally get him in the end!

Submitted(+1)

Great work! I loved the music especially. everything seem so delicately made, the effects of attack and small animations and the core system itself (which of course resembles of commercial gatcha games out there). the only thing that didn't feel right was how the art style differed between character. I got Midori from a 'pull' but she had a very different art style than the initial character Yume, and also with some of the enemy characters in chapter two. Other than that, I had fun playing, spending all the gems on gatcha to see what I get XD

Developer(+1)

Thank you!