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A jam submission

Miracle Girl ChiyokoView game page

A Classic Magical Girl Adventure!
Submitted by Ayback — 2 days, 13 hours before the deadline
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Miracle Girl Chiyoko's itch.io page

Results

CriteriaRankScore*Raw Score
Devlog#24.6674.667

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Magical Girl Requirement
This game has three Magical Girl characters. The lead character, Chiyoko, fights with a magical staff and a magic crystal with protection and healing powers. Aside from the characters, the game was created to be a classic "Magical Girl" story, in which a teenage girl must juggle her home and school life while working to increase her magic powers. The game also contains magical girl tropes such as the power of friendship, magical changing clothes, and talking cats.

MGGJ & Theme
This game was created for the Magical Girl Game Jam #10. It uses the themes Pandora Paradoxxx, Recollect Lines (Story only, not in the demo), World Vanquisher, Grievous Lady, Freedom Dive (Story only, not in the demo,) Unknown X

Theme Usage
The main villainess is a Grievous Lady. The Devourer Queen acts like royalty and violently punishes those subordinates who fail her (She also has four arms, like General Grievous.) She is also a World Vanquisher, as she devours the entire Life Force of every planet she visits, not only killing everything, but removing it all from the timeline so it never existed at all. Several characters have escaped this fate by following her into her extratemporal dimension (taking a Freedom Dive, so to speak). In doing so, they become Paradoxes, beings that exist without pasts or homeworlds. One of these characters is a Magical Girl that no one knows (Unknown X) who works for the Devourer Queen, but eventually questions her loyalty when she begins having flashbacks of her old life (Recollect Lines.) (Unfortunately, not all of this made it into the demo for this game jam.)

Asset Disclosure (Art, SFX, Music, etc)
All assets were made by me during the Magical Girl Game Jam #10 and after it, specifically for this game.

Devlog
https://ayback.itch.io/miracle-girl-chiyoko/devlog/967707/continue-it-game-jam-devlog

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Comments

Submitted(+1)

Great game. It does very well at capturing the feeling of an old school VN from the 90s.  The story is interesting and your depiction of magical girls is exactly what one would think of.  Good job.

Submitted(+1)

Great game. It does very well at capturing the feeling of an old school VN from the 90s.  The story is interesting and your depiction of magical girls is exactly what one would think of.  Good job.

Submitted(+1)

This is a very charming game!

The "Character Name" sections inserted with some funny quips is a very charming touch! Especially as the conversation took on a few different tones. (Actual Talking Cat, Not A Dream! - Inexplicable Cat, Cryptic Talking Cat, Confusing Talking Cat, etc.) all put a smile on my face as the conversation continued.

I'm still early into the game, but I am enjoying the light-hearted story so far! (Seems even omnipotent dimensional cats don't like baths. And it's been a while since I've been in a math class but Mr. Nagawa's explanations went way over my head or it might be gibberish? XD)

One thing I was thinking about, maybe it would be nice to have a time of day HUD element (Morning, Afternoon, Night, etc.).

And I've only fought the tutorial boss (Wrestler Winston), but since the game has a real-time/ ATB (Active Time Battle) system, maybe a bar that fills up showing the next time the enemy attacks would be great! (Unless it appears in future battles or I totally missed it. ^_^" )

I'll get back to it soon, but from what I've played this is already at a very polished level and this game would be something I'd buy on Steam!

Looking forward to seeing and playing more of this game!

Excellent work!

Developer

Thanks for checking it out!

I agree, the ATB system is not great.  In all honesty, I really don't like RPG Maker MZ's default ATB system - it seems tacked on and incomplete, and is super finicky and hard to modify.  I only used it because it was the only way to get the party-member position-switch mechanic to behave properly.  Luckily, I think I've found a way around that, so the next version of the game will have a more conventional Turn-Based combat system.

Mr. Nagawa's explanations are total gibberish and have pretty much nothing to do with math!  I think there's a line where he says something about a number being "past tense", having a participle, and being conjugated (that's grammar stuff lol), and he references "Fergnatz's Last Theorim", which is a mispelled nonsense version of some math thing I heard about once.  The scene is total nonsense and was fun to write, and honestly, it's what normal math explanations sound like to me anyway lol.

I like the idea of a time-of-day on the HUD and may work it in.  The game is getting a "Night Time" phase soon, which gives Chiyoko more options for training and patroling the city, so it would make sense to add it.

Submitted(+1)

I'm a bit disappointed at the lack of an updated demo, but these things happen.

I hear you on RPG Maker being messy- I really wish it was built around string keys instead of numeric indices. I usually leave massive gaps in the various lists, but even that sometimes isn't enough. Reworking a game to clean that up sounds painful. I commend your commitment here- I don't know if I could get back to a project if I had to rebuild the whole thing over again.

VN-style character graphics are definitely an exciting change. There's a lot you can do with them, even without getting into animation and such. Limiting the poses to keep your sanity is a smart decision for sure.

I'm not entirely clear on the interactive life sim events- is this being able to choose the level of effort, or something beyond that? I thought it already had the former, but maybe I'm thinking of an update you posted on Discord.

Once again, I appreciate that the devlog has both regular updates and a concluding entry that summarizes the overall progress. I only skimmed the progress updates, but the continue-it devlog covers the new stuff pretty well.

Excited to see where this is going for sure!

Developer

Thanks for checking out my devlog!  I was also disappointed that I wasn't able to get those updates in by the end of the jam.  I knew restructuring the whole game would take a long time, but I still underestimated it.  At this point, the new version hasn't even cleared the first game-day!  But once everything is in place, development should be quick and easy, so long as I can keep feature-creep at bay.

The interactive life-sim events are not in the current version of the demo, but I did post updates about them in the Discord.  They're still a work-in-progress, and I'm still brainstorming ideas to make this part of the game more interesting.  I've had to dial it back a few times - the original writeup was so complicated that I accidentally started turning the game into a school-sim instead of a magical girl game, which was going a bit overboard.  So far, the "School" events are limited to adjusting Chiyoko's effort level, dealing with scripted and random events that raise or lower Chiyoko's mood or grades, and tests / track-meets (an early example of which is in the current demo).

Overall, I'm happy with the progress that was made, though I wish I had more to show for it.