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A jam submission

Sugar SlasherView game page

Magic meets metal. One girl. One mission. Total rampage.
Submitted by hajimbo, Joycezq, Yiri (@just00i), darrengan1609, Friedriceee — 13 minutes, 37 seconds before the deadline
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Sugar Slasher's itch.io page

Results

CriteriaRankScore*Raw Score
Magical Girl Concept#222.8983.286
Engagement/Fun#232.3942.714
Overall#252.5202.857
Presentation (Aesthetics, Audio, etc.)#262.5202.857
Gameplay Polish#272.0162.286
Theme Interpretation#282.8983.286
Originality/Creativity#312.3942.714

Ranked from 7 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?
Our game fits the magical girl genre by blending traditional magical girl aesthetics with a cyberpunk twist. The protagonist is a reborn magical girl, combining magical powers (Electric Balls) with cybernetic enhancements (Cyber-Shield Parry) after being rebuilt by a scientist.

Which theme(s) do you pick?
Rising Revengeance

How does your game fit those theme(s)?
TLDR; after being wiped out by an army of cyborgs, the protagonist was reborn as half magical gir/cyborg by a scientist. Now she is on her way for revenge

If you follow any of the optional challenges, elaborate as you like.
No we didnt follow any optional challenges

Were the assets for your game made during the jam? Elaborate as you see fit.
Only the VFX and the character model. The sounds, buildings were downloaded from websites

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Comments

Submitted(+1)

I think the presentation is really cool. But I think it's too difficult for me. That could just be because I'm bad at shmups in general, though.

Submitted(+1)

Salutations!

I've played and I'm here now.
The story of a reborn Magical Girl who is now half cyborg is truly interesting. Maybe I liked it so much because I'm such a fan of Robocop, haha.

I tried for a while and could not get past the two gigantic mechas that appear after the Times Square break. 
Maybe I'm not skillful enough.

The character model looks great, and the gameplay is kinda addictive. I would have loved to see a bit of story or dialogue in-game.

And I have some notes from my experience:

  • I think it wasn't intentional, and I can't quite point out why, but the sound was turned off by default. I had to enter the settings to get the Volume up. I'm not quite sure if it was a problem on my end.
  • Also, I could go through walls. I found it out by accident while trying to avoid the first wave of enemies.
  • The Parry button, when playing with the keyboard, is too close to the movement keys. I would suggest making it "Space" since trying to press "F" while moving and shooting at the same time was inconvenient.
  • The enemies were way too overpowered. Not blaming them for my inability to dodge, I'm aware of my almost non-existent skills in the Bullet Hell genre. But I think that their attacks, compared to the player's, were too overwhelming. I would suggest a Power-up that brings balance to the attacks.
  • And the Try Again button kinda presses itself since I have my mouse button pressed constantly for the attacks, so when the game over screen appears, it almost instantly resets the level.

Overall, I had fun playing it, and I think that's the important thing about games, isn't?
I enjoyed my experience, and if there is any plan to develop further the concept of a Half Cyborg-Half Magical Girl searching for revenge, let me know :)

Submitted(+1)

Ok, so there are a list of issues, Nine0Wands probably put it better than I ever could, but here's my two cents on it. After the update, I can see that there was some effort put into balance, but here's what I would say as someone playing the game. 

First in terms of presentation- there's some cool asset work at play here, though I can clearly see some stock material in there (there's a certain logo I'd suggest removing in your next iteration). The character controls well and is reasonable responsive. 

There is disbalance of progression between the player and the enemy. Even when the player can double up their attacks, the enemy's bullets grow quicker, and last for far longer. The player's bullets have a distinct range that gives the enemy such an advantage that the player is not going to make up the gap.

If you revisit this, I would suggest finding a way to give the player more varied power ups than health- say increase their velocity or even give them additional shooting points to provide them with better coverage. The best suggestion I can offer, however, is to give the player's bullets one screen space's worth of range- screen coverage is very important for these bullet hell types of games. 

You also have a really neat mechanical idea with the red bullets. Unfortunately, they tend to spawn in with yellow bullets. If you're going to include a parry mechanics, perhaps it would pay to spawn more red bullets so players have a chance to adjust and utilize the mechanic in question, or better yet, have their parry shield block the yellow bullets- otherwise, the parry mechanic is functionally unusable. 

Submitted

Yippee! Okay, I came back to check for a new build and you delivered! I can play the game and I did--kind of.

I think it's a bit hard. It seems like the majority if not all the bullets are player directed, so there's very little respite from the onslaught of bullets. I know that you can theoretically parry the red bullets, but the risk associated with doing so feels too costly (too many other bullets that can damage me.) There are a good number of healing items in the level, but they tend to not make up for the amount of times I get hit. The second wave of enemies have super fast bullets and there are so many enemies shooting at me, that it feels like I will never get past them--so I might just not be the target demographic for the difficulty you are presenting today, and that is okay.

It does seem like you can go "off-screen" on the left side of the playable area, but it's not clear where that cut off is meant to be. My character visually disappeared if I went too far to the left, but enemies were still targeting me there. I also experimented with trying to just fly around the enemies, but I figured out (maybe???) that there is a limit to how far from the camera the player can move (or the enemies just managed to kill me by the time I was about to pass them by.)

My feeling overall is that the game would benefit from:

  • the bullets doing less damage in general 
  • varying up bullet patterns from enemies 
  • making the first PC bullet type homing so it is a little easier to target a specific enemy with a single shot vs utilizing the second (spread) bullet type to take out multiple enemies

Great job, was fun to play (and perish) repeatedly!

Submitted

The menu buttons don't seem to be working!  I tried clicking and pushing enter and a bunch of other buttons but cant get anywhere :/ 

Submitted
Deleted 204 days ago