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Flight to Soleigarde's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Devlog | #6 | 3.000 | 3.000 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Magical Girl Requirement
It's a continuation of my MGGJ11 game, which features Regal Gleam (with light powers), Venom Kiss (powers over poison), and Shining Leaf (plant powers).
MGGJ & Theme
MGGJ 11 - Beloved Princess
Theme Usage
Regal Gleam is a princess fleeing her home country.
Asset Disclosure (Art, SFX, Music, etc)
Salacia, who is mentioned on the page, made the game's visual assets.
Devlog
https://greenstack.itch.io/spingrid/devlog/968795/minor-update-for-continue-it-jam-iii
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Comments
The concept is interesting and has potential, though I did loose Venom Kiss twice for reasons I don't understand from 150 HP to 0 and then stalled out the enemy with the other two without ever taking more than 30 dmg. Having voice acting is rare for a game jam and I really like it, but unfortunately it was a bit too repetetive. Overall it is a fun game. Keep it up.
Hmm, I wonder why Venom Kiss died strangely. I'm not surprised there are more balance issues though - halfway through the original jam I decided to scale things up by a factor of 10, and I must've missed some more items. I received that feedback about the VA as well - good lessons to have for the next time I'm blessed with a VA who wants to participate! I wanted to add a random chance to the voice lines playing, but time was not my ally this time around lol.
I'm glad you had fun with the game despite the issues though. Thanks for playing it!
I'm a sucker for magical girls, princesses, and dystopian sci-fi, so the story is major draw for me. I love the art here, too, it's bright, colourful, and looks great.
I found the UI unbearably cumbersome to navigate. It's not always intuitive what's up and down versus left and right, the cursor doesn't always line up with what's being selected, and it's especially unclear which lane is being aimed at. I really wish I could just, you know, use the mouse. I feel like this game would work so much better if I could just point and click at things instead of stumbling around with the keyboard.
There are some non-obvious mechanics to the combat, but I was never quite sure if I couldn't do an action because it wasn't allowed at that point or because of the UI. There are a lot of mechanics at play and a surprising amount of depth, but it really needs a tutorial or slower introduction. There's definitely potential but I just kinda ended up lost.
The game didn't crash, but it also didn't load on my browser (Microsoft Edge Version 138.0.3351.55 (Official build) (64-bit) on Windows 11 x64) even after waiting quite a while, eventually throwing a tab unresponsive warning. It did seem to work better in the itch app.
The devlog is adequate, but I wish it talked about where the project came from and how feedback from the last jam turned into action items, because I wasn't around for its initial release.
I'm glad the theme and story worked so well for you! Salacia did an excellent job with the art, so I'll pass that along.
UI is definitely a weak spot of mine. I'll definitely look into mouse controls as well for me next project, which I think will really benefit from those. I'll also look into ways to make mouse controls more intuitive, so we can have the best of both worlds! (I play games on laptops a lot, so the convenience of keyboards greatly appeals to me since I hate using trackpads so much.)
Interesting that it didn't work on Edge. If I get the time, I'll try to take care of that here - I'm willing to bet that it has something to do with the loader.
As for the devlog, that's also excellent feedback.
Thank you for the in-depth feedback! I'll take it all into consideration as I pursue my next projects.