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Marisa's dream trip's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Challenge | #27 | 3.058 | 3.481 |
Gameplay | #37 | 2.830 | 3.222 |
Use of Theme | #39 | 2.635 | 3.000 |
Visuals | #40 | 2.993 | 3.407 |
Overall | #43 | 2.700 | 3.074 |
Story / Writing | #43 | 1.984 | 2.259 |
Concept | #46 | 2.700 | 3.074 |
Audio | #51 | 1.854 | 2.111 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
The floaty jump/flight was interesting, but the fairies had way too much health for me to bother with them. Luckily, Doremy wasn't too bad (actually, the fight was pretty good, and quickly taught me to love the jump). It would have been nice with some audio or visual feedback when she got hit, though.
Really cute game! The sprites are lovely, and the floatiness felt nice once I got the hang of it
Cute little platformer game, I love the art style and controls feel very smooth!
Some comments I have:
- I think Marisa's shots should go further, especially in the final boss where Doremy's bullets *can* reach you across the entire screen.
- There should be more visual/audio feedback for enemies getting hit, such as a "hit" sound effect or a healthbar for Doremy specifically.
Adding bullet hell-ness to a platformer kind of necessitates the addition of some other ability. Effectively making Kirby's float into a faster, hold-able version is an interesting choice to incorporate added mobility that makes it easier to move around bullets. (More like Kirby 64 in which Kirby can't hover forever, and he'll eventually start falling.) Though I can't help that I missed the "oomph," or rather the strong feedback, that a more typical jump does, if that makes sense. Partly because it doesn't make a sound, but I'd say the larger part is because there isn't that initial strong force that lifts you quickly off the ground. The velocity is seemingly consistent the entire time you rise, but this does have the benefits of also making it more consistent for doing what it's intended to do, which is help you move around bullets.
This did also make bullets which were closer to the ground more threatening since you can't get out of the way as quickly as you could with a normal jump, which I thought was a novel problem to have to come to grips with over the course of the game.
Especially noticeable with the boss was that I wasn't sure if I was hitting something or not since your attack doesn't make a sound upon impact. You'd want such a sound to be pretty subtle, though, like it is in Touhou, but noticeable enough that you know you're doing damage. Feedback like that is really important.
The sprites were very cute, especially Marisa! I love her expressions.
I thought it was a fun game all around. Good job!
I love the simple graphics and the sprites. The main thing I would want was a stronger feedback that bullets had hit an enemy- some visual effect and a sound.
this one is a banger! really like the lil sprites. marisas expressions are. intense. but its funny
marisa's physics are pretty great and the lock direction while shooting is very nice. much like kero blaster if you are familiar and since i am: getting used to this was so easy i barely even noticed how smooth it was to play
final boss is very simple but its a nice pattern that makes ya jump around and switch direction
Really cute artwork and the levels were pretty challenging! The platforming puzzles were pretty good too! Nice job!