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A jam submission

Magia MetroView game page

A metroidvania featuring Magical Girls, and strange worlds...
Submitted by Devekut — 6 hours, 51 minutes before the deadline
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Magia Metro's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#64.2004.200
Metroidvania#143.8003.800
Overall#143.7003.700
Design#203.6003.600
Enjoyment#263.2003.200

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Godot

Team/Developer
Devekut Studio

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Comments

Submitted

Wow this is a pretty polished game! Congratulations on your achievement. I was really impressed by visuals and all the extra attention to details like the intro sequence (though like others I thought it was a lot of text to read). 

I'm not opposed to difficult games (in fact I quite like them), but there were a couple things that made the difficulty less enjoyable for me. First, I wasn't comfortable with the controls. As others mentioned, controller support would help, or even just another keyboard option (I personally find wasd+space+shift very awkward to  handle. It's a lot for one hand; I prefer zx+arrows). I agree that the wall jump could be refined, but really this wasn't a big issue for me. Second, there's the constant risk of falling to your death. That's not bad in and of itself, but combine that with a lot of knockback on small platforms, a very quick respawn that makes it easy to immediately fall off a platform, and ambiguity about where the death spots are and where there is a platform below, and it makes for a somewhat punishing platforming experience. I think that with a bit more attention to the controls (and options for a variety of player preferences), this could be a really great. 

Submitted (1 edit)

The game is hard, so let me comment and rate it now because I feel like if I reached boss I can. I'll try again later but don't know if I'll succeed. Is there much content after it?

So high praises to the overall graphics. Maybe the hm... shadowy realm noisy background is not my thing, but okay it does the mood correctly. The others were great and I especially like the glossy parallaxes, cool. Combined with nice animations, effects, these monsters with 3d-like arms (one of the screenshots), hair physics etc. Its really detailed, very nice!

The music is also great, its not some bombastic noise, its moody and correctly scores the tone of whatevers happening. Great!

The story introduces quite a bit stuff, the school, presentation, the club, few characters... I don't know if this is relevant later: if it is, its great, if not then well its probably a bit excessive. To me it was mostly okay.

The actual gameplay... although the feel is really awesome, one of the best I saw this jam, everything where you have to use it - honestly its sucks a bit compared to the rest. I understand that this is a nod to the japanese games and its over the top difficulty. I think the hearts were red, but when you die they become gray to signal that this is no longer a deathless run. I think I got that right?

But I dunno, maybe its me, but the game features almost no helpers from those games? Where's the I-frames? The boss can dash forward and you can loose a heart in one second! If you hear 5 times the hurting sound by just one attack its not great! Where is controller support? It would be much easier to aim with it... The boss has no patterns I think and I guess that's okay, but it increases the difficulity too! No items to help, no exp to grind, no humanity to invite another player... And really no skills either, you suddenly get "light attack". Its an attack that cost mana, but deals 2 hitpoints instead of 1. And the pitfalls... Which when the boss pushes you into them, it will respawn you... near, in front of the boss, just to push you again. Yeesh. 

The platforming seems okay, though something about dash breaks this perfect flow of the character, can't find suggestion for this. I saw you had problems with camera, but when you die, camera should just position on the character, not slide slowly at it. I appreciate the attempts that it was attaching almost parfectly in other places, most of the time something was breaking only when going backwards. Ah, details, either way its much better than in my game.

The wallgrabbing mechanic is also not that well implemented: it just lacks coyote time. The problem is that most of the time you are expected to jump and grab the opposite by switching key left/right. But if you slightly miss and move first, jump later you just fall. Ehh... And like just to punish you further there's a endurance bar like in Celeste/Botw but expands on this idea: botw lets you do this sweet final leap when the bar is almost gone, here the more you climb the worse you climb, you jump lower. And lower... and fall... Aaaand it all comes at ya on the boss fight at that pitfalls of course;)

I know this sounds like I hate the game, but honestly I would only like it to be less punishing, other than that its great. When there's one/two "bullshit" parts, thats fine, git gut, move on, but when all the game seems like designed just to mess with you... and as you saw i made quite a list... it... I dunno, you win game. Please read it as suggestion, I don't know if you want the game to be more hard, or less hard;) If the goal is to be more hard maybe I can come up with suggestions too;)

I suppose I should end with a compliment, then let me praise the level design. I always like the simple dual split design, it lets you explore a tiny bit for those two keys. Very nice beginning of hopefully longer metrodivania. Just that damn boss... Give me a hammer, bow or a button for curses, it will be much better:P

Ah and naturally kudos to all the assets that were made in-house:) I will try to finish the game, just can't promise on that eh

Developer(+1)

Wow, this is so much feedback...! But don't worry, it's very much appreciated!

Please, don't feel like you need to beat the boss to rate the game if you don't want to. The boss is the end of the game, and there is only a cutscene afterwards. And also because, yes, he is very hard! Though probably harder than we intended to make it. If you feel up to it, check back in after the Game Jam has ended, we have plans to fix some of the issues with the boss, as well as the other issues that you ran into on your run. You can wait until then!

Don't worry about the negativity, we know you don't hate the game! In fact, we saw some of these complaints coming as we tested the game further after the jam. Some of them were due to a lack of time for enough testing, and some were design choices, like the I-frames (though as more people play the game, we've seen that it probably wasn't the best implementation of the idea). The boss pitfall respawn thing is something we just... somehow didn't pay attention to...

Controller support was an idea, but we wanted to get a playable version uploaded before we focused on it, and ran out of time. But that will be coming in the updated version, as well as fullscreen. We're also going to try and get the camera perfect once and for all... believe me we know all about the frustrations with it, it took us forever to get it to where it is now and it STILL breaks sometimes.

With platforming and dashing, we're definitely going to add the coyote time too. We put it in the jumping but didn't really think to add it to wall climbing. Hopefully, this will make the climbing more consistent, and keep you from falling, or from jumping straight up in a line (which sometimes happens right now)

We did intend the game to be hard though, and I think that we succeeded in doing that, but we failed in giving the player the right tools to overcome it. If you do have suggestions on how to make it more hard, but keeping it in a fun way, feel free to give them here!

And we definitely plan for it to be a longer metroidvania! We came up with a lot of plans for things that didn't make it into the final game, which probably took away from some of our time for testing... but it gave us motivation to finish, and to continue! Hopefully, you and everyone else will get to see those plans made into reality.

Submitted(+1)

Finally, a hard game jam game! While I did defeat the boss, i do think it needs to telegraph its attacks better.  You could try using sound effects to help differentiate the two attacks. On that note game feels a bit sparse in the sfx department. try using https://sfxr.me/ if you need sfx fast. Personally I mix my sound effects in https://jummbus.bitbucket.io/ but thats because I'm weird.

Annoyingly, there were some places where there would be an enemy on a small platform, your attacks don't knock you back enough to pogo on the enemies, but they knock you back enough to where you will fall and die. Then I noticed that enemies deal very little damage to where you really shouldn't worry about them. Lastly, the intro was waaay too much text without visuals. 

Now that I got all the negative stuff out of the way,  I have to say that the art was incredible and the movement mechanics really had charm to them. A lot of work goes into face portraits and hair physics, so I salute the person/s who worked on them! It was a nice change of pace to play a game that wasn't a cake walk.

Developer

Thank you so much for the feedback! I'm glad you enjoyed the difficulty, though it general we do think that it was a bit too hard at the end, mostly just because of the small "frustrations" that you mentioned. SFX was definitely the area that we skimped on the most for purposes of the jam. There were also some CGs planned to go along with the intro, but were cut for time constraints, since we decided to focus more on music and portraits.

We're glad that you took notice to the movement and physics, because getting the "feel" right was probably our biggest priority. 90% of the actual gameplay/level implementation was done in the final few days, while the majority was getting an engine and framework set up that would work the way we wanted it to, which seems to have payed off!

Submitted(+1)

Its nice to see I wasn't the only one who put together most of their game on the final day!

Submitted(+1)

The art was very good, I just found the game to be too difficult, and not in a fun way. The player's attack distance feels too low and enemies deal way too much knockback. I would have preferred if the player had less health but the enemies were easier to kill. Also, the parts where the player has to "climb" a vertical surface feel very inconsistent and frustrating. I ended up quitting at the boss fight, because the boss alternates between going off screen and sending enemies so you can't attack him, and one-shotting the player by sending them to a pit at the side of the room. I never felt like I could get hits off without receiving damage myself due to the short attack range of the player. 

Maybe its just me and the game was easier for other people, but I felt like it was constantly working against me. The art, story, and overall premise were very good though.

Developer

Thank you for playing the game! It's hard to balance boss fights when all you have for testers are the devs, who test it over and over again, and so get really used to the patterns. But we plan to put a balance patch out before the end of the editing period.

Could you elaborate on the climbing mechanic? Currently, the way it works is that each time you kick off the wall, your wall jumps get weaker, until you touch the ground again. Or were you talking about something else?

As for the boss fight, by one shot, did you mean taking one heart, or killing the player? Because we thought that we had already removed the pitfall combo.

When it comes to the boss, we are tweaking his hitboxen to make it easier to get close.