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A jam submission

ANIMAJOView game page

Metroidvania Month 31 × Magical Girl Game Jam 13: "Unity"
Submitted by Team Anima, batlove, David Frankel, bepphs, marlooloo, Dave758 — 5 hours, 11 minutes before the deadline
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ANIMAJO's itch.io page

Results

CriteriaRankScore*Raw Score
Genre Interpretation#183.6883.688
Relevance to the chosen theme(s)#193.5003.500
Sensory#253.0623.062
Overall#253.1353.135
Gameplay Polish#282.7502.750
Creativity#313.1253.125
Enjoyment#372.6882.688

Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit either (or both) genres?
You play as a magical girl with costume changes, transformations, and animal companions. You navigate a large map, and gain powers that unlock sections of the map as you go.

Chosen theme(s) and relevant explanations
You unite with new animal companions and gain their powers. Ultimately, you achieve alignment and unity with the final boss -- who, at one point, takes the form of a python.

Team/Developer
Team Anima

Premade content
We used three free-to-use fonts, which we attributed on the About screen.

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Comments

Submitted(+3)

I like the music and a lot of the art in this game! The controls felt pretty wonky, the character kept sliding off of edges and sliding down stairs. I'm kind of torn on the map- I like the Zelda 1-style, but I do wish there were some better indications of where I was. Realistically I think the solution to that is more distinct art assets for different parts of the level, which I understand can be hard to justify in a game jam setting.

The real highlight of the game for me was the upgrades. Each one felt like a useful addition to the move set, especially the multi jump. I really liked the changing appearance of the character throughout the game, and I loved seeing all of the creatures floating around my head as I progressed. It's a small thing that added a lot of enjoyment.

Developer

Thank you for the feedback!

I definitely hear you about the controls. 😅 As for the map regions, we had originally planned to have more distinct graphical skins… but, like you said, game jam. 😞

I’m glad the upgrade effects were a highlight for you, the team put a lot of thought into those.

Submitted(+3)

I thoroughly enjoyed this one! I like that there’s some real semblance of story in the game, including having a proper villain and final boss. The actual movement and combat was a bit clunky, mainly due to there only being two jump heights as far as I could tell, but the bigger issues with it were the character clearly using a capsule for collision, which made it possible to slide off the edges of platforms, and I presume is why you slide down slopes. Also, for some reason, jumping into a ledge cuts your jump short, which did make some more precise jumps more irritating than they should’ve been. That being said, I stayed engrossed until the end because the world design is extremely well done, with the only blemish being the overly simplistic map making navigation more difficult. Every upgrade felt useful, and every time I got one I immediately wanted to go everywhere I could with it, and often instantly remembered places I’d seen where each one could be used. And despite the map not being very useful, I never had too much trouble getting where I wanted to go. And each upgrade was unique! And I loved the transformation sequence every time you got a new power.

At the time of writing, this is easily my favorite game I’ve played this jam.

Developer(+1)

Thanks so much for the feedback!

I totally hear you about the controls. We made some choices early on regarding breadth versus depth, and I opted to use quick, out-of-the-box physics in favor of piling on extra features. The downside is the controls are pretty frustrating–even for me. 😭 I might give the physics and controls another pass after the voting period ends… we’ll see. 😬

Submitted(+2)

I liked how you did the lightning, i thought it looked pretty good. The powerups variety were also nice, my favourite  was the infinite jump one, it busted!

I was not a fan of the big map, felt hard to tell where to go, where i've been, i think it would have worked better as a couple of small levels instead of a big one, or maybe you could keep the big level and use different camera limits and positions to make them feel more like chunks.

Good work, keep it up! :)

Developer

Thanks for the feedback! I can totally see how having distinct areas using map chunks would’ve helped.

Infinite jump is my favorite, too. 😅

Jam Host(+2)

Art is very nice; tho I feel the combat to be a bit clunky. The level design also feels expansive and somewhat without direction, making it hard to figure out where to go next.

Overall though, this is a solid entry. Thanks for participating!

Submitted(+3)

I enjoyed exploring the world in this game, and I think it's the most fun metroidvania-style game that I've played so far in this game jam. Recommend making health/ammo pickups more plentiful or easily farm-able from some locations or enemies. Also would be nice if some kind of dash or run ability to travel around more quickly would be available from the start of the game instead of requiring a powerup.

Submitted (2 edits) (+2)

Pretty cool game! I loved the little flavor text and the changing appearance of the main character as you gained more powers. The movement felt a bit slow compared to the size of the level, and the controls were pretty slidey and unresponsive at times, especially around slopes. I have to say the spikes one-shotting you was pretty frustrating.

I quite enjoyed the music, and some of the artwork was really pretty, especially for the various paintings and decorations around the level. However, the level itself felt a bit thrown together at random and was hard to navigate. A more robust savepoint system would have been nice, as some of the runbacks after death were a bit annoying, especially when the instadeath spikes were involved.

On a more technical side, the web build didn't play so well due to the game not scaling up to the full screen and the gamepad support not working very well (every button seemingly being registered as "attack," though that could be a problem specifically with my third-party Nintendo gamepad).  The desktop build worked much better, though I still ended up using the keyboard in the end due to the left stick input being too sensitive at detecting up/down movement and not being able to use the d-pad.

The goat boss was by far the hardest due to its constant running back and forth (and lacking max health upgrades at that point in the game). All of the others were solved by just standing next to them and attacking. However, I did like the ending of the game a lot, and the background art of the castle was really pretty. Overall, good job!

(+1)

The game is interesting.

 The concept of helping animals reminds me of Soulframe; Loved the litlle guys floating around you when you free them and the music is gourgeous! But..

 The level design --- the clarity of the level; how it's strucutred; the paths that you take are not; the music suddenlycutting to another track when you enter a area --- all of this problems amount to making the traversal not that great. On top of that, the player movement is sticky and clunky --- when attacking while walking, the character keeps on going, even when i release the walking button. The art is not bad, but taking in the fact of the duration of the jam and the team size, it's not that great; some parts of it are quite nice (like the game banner).

 In the end, it's a unfinished prototype, that still needs a lot of work --- but i can see it becoming a rather interesting game!

Submitted

The art style itself is quite nice, but the bloom effect ruins it, and the level design is very difficult to read. The controls are a bit clunky, but at least it’s one of the few games where the jump height isn’t fixed, even if a bit more control would be better.