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A jam submission

But I'm Just the Magical Girl's FriendView game page

When the magical girl you support stumbles, it falls on you to save her!
Submitted by poqa_tj — 3 minutes, 4 seconds before the deadline
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But I'm Just the Magical Girl's Friend's itch.io page

Results

CriteriaRankScore*Raw Score
Engagement/Fun#14.1674.167
Magical Girl Concept#53.9173.917
Gameplay Polish#53.5003.500
Overall#83.5003.500
Audio#103.3333.333
Originality/Creativity#143.3333.333
Theme Interpretation#163.1673.167
Aesthetics#193.0833.083

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?
Akari is a magical girl, and by the end of the game, Tomoya will be as well.

Which theme(s) do you pick?
Push up

How does your game fit those theme(s)?
Tomoya must push upward through the stage.

If you follow any of the optional challenges, elaborate as you like.
N/A

Were the assets for your game made during the jam? Elaborate as you see fit.
All assets and code were created during the jam, with the exception of the font.

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Comments

Submitted (1 edit)

I like the story leading up to the game, and Akari’s transformation is very cute! The jumping game was fun, but I wasn’t able to get past Round 2 (the part that came after her transformation?). There was a higher platform and I couldn’t figure out how to get up there. 😓

Screenshot Screen Shot

I also enjoyed the background music very much and I think it goes very well with the jumping game.

Developer(+1)

Hello!

Press Escape to see a list of your abilities. You need to use the Wall Jump that you collect near there!

Submitted(+1)

Thanks! I will give it a try again! 

Submitted(+1)

A classic challenging platform game. Only need to polish some details, like include a sound effect when you touch a new checkpoint.

Developer (1 edit)

Thank you for playing! 

You're absolutely right. We got to sfx ultra late, as you can see from our git history - the last 24 hours! We'll do better next time. https://github.com/PoqaTJ/MGGJ11/pull/114

Submitted(+1)

My only complaint would be a little more background art but otherwise good job :)   

Submitted(+1)

Amazing platformer game. It's easy to pick up, and then the difficulty curve climb up. and the final area is like a boss fight with several phase. Fortunately, the checkpoints position is fair so it's challenging but not too frustrating. And in the end, I beat the game with all orbs collect. I like the game. Good job.

if i have to find flaw, I would say it may need some sfx/vfx to tell the difference between wall jump and air jump.

Submitted(+1)

That the character changes at the beginning of the jump and speed after the transformation is really cleverly done. The level design is just right. Easy at the beginning and then more challenging.

Developer(+1)

Thank you for playing!

> That the character changes at the beginning of the jump and speed after the transformation is really cleverly done.

Thank you! I really wanted to include that detail.

>  The level design is just right. 

Our gameplay/level designer joined the jam when it was halfway over with no game dev experience and did a great job! He has plenty of  design experience with non-video games and it translated perfectly.

Submitted(+1)

Good Stuff

The simple animations are cute, as are the characters.

Platformers with interlaid story and dialogue are far more interesting to me than plain platforms, so that's nice.

Making sure the dangerous parts of the game have unique colors is good design.

Difficulty increases incrementally, along with power-ups, and you've even added in informational tool-tips for it. The level design is also simple but effective.


Stuff to Consider

The environment and characters don't match, which might have been a time-restraint issue, but even if you only use a similar color palette that can help with cohesiveness.

Developer(+1)

Thank you for playing!

> The environment and characters don't match, which might have been a time-restraint issue, but even if you only use a similar color palette that can help with cohesiveness.

Our environment artist dropped out, and the artist we brought on as a replacement halfway through didn't have time to work on it, unfortunately. You're right, we could have done a better job with the 'programmer art' - we just didn't think it would be the final look, and there was too much to do the final days!

Submitted(+1)

Oh no! It's true, there's soooo much to finish in the last few days and no time to get to everything you planned, especially sans artist. I think you did great despite everything, and the bg color is just a small note that doesn't impact anything, so I wouldn't worry about it.

Submitted(+1)

I beat the game! Unfortunately, I only collected 56/58 orb. The fun starts when you learn how to wall jump and triple jump. It seems there are multiple route you can take to clear the game, not sure if that was intended but it rewards creativity. The jump in the last segment was hard, but possible if you know what you are doing. Well, I guess that was the final boss. 

My left hand start to hurt midgame because of the awkward control until I notice the arrow keys works too. Personally, I prefer if the jump key is W or up arrow key instead of space. 

Anyway, this is a good submission. Nice job!

Developer(+1)

Thank you for playing!

> It seems there are multiple route you can take to clear the game, not sure if that was intended but it rewards creativity.

We wanted the second trip up to be much easier, where you could 'push up' through the barriers that had previously stopped you! Glad you liked that part!

> Personally, I prefer if the jump key is W or up arrow key instead of space. 

I will keep that in mind for next time, thank you!

Submitted(+1)

The platforming is enjoyable and it's nice how gaining new abilities makes the earlier parts easier while also letting the next obstacles be more complex.

I did find that the hitboxes on some of the blocks were a bit wonky though, especially the ones placed on top of the floating walls near the end.

On a side note it took me embarrassingly long time to realize that the direction I was facing was the reason some of my wall jumps were failing despite hugging the wall. Looking back that is something the game tells you when you first get the wall jump ability, but by the time I had gotten a few more abilities I had completely forgotten that part.

Developer

Thank you for playing!

> On a side note it took me embarrassingly long time to realize that the direction I was facing was the reason some of my wall jumps were failing despite hugging the wall.

We knew this was an issue but didn't have enough time to rework wall jumping. We put a reminder in the pause screen. But really we should have had some in-game dialog reminding you near the first difficult wall jumps!

> I did find that the hitboxes on some of the blocks were a bit wonky though, especially the ones placed on top of the floating walls near the end.

Those almost had a last-minute redesign into being non-damaging spikes that you couldn't land on, but the physics was funky so we changed them back to hazards at the last minute. We should have caught that!

Developer

In my haste to make the deadline, I realized that one asset wasn't created during the jam: The font, which is a free font obtained via https://fonts.google.com/https://fonts.google.com/noto/specimen/Noto+Sans