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Magical Girls End Worlds: Ninattasiderosis's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #26 | 3.240 | 3.500 |
| Sensory | #47 | 2.546 | 2.750 |
| Relevance to the chosen theme(s) | #54 | 2.469 | 2.667 |
| Overall | #56 | 2.405 | 2.597 |
| Genre Interpretation | #57 | 2.546 | 2.750 |
| Gameplay Polish | #60 | 1.774 | 1.917 |
| Enjoyment | #69 | 1.852 | 2.000 |
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 either (or both) genres?
The main character is a Magical Girl who traverses into a Witch's Well to defeat it. Transformation, uh, in the future.
Chosen theme(s) and relevant explanations
The game has two halves, one is 'real' and the other is 'unreal'. The 'Witch' that the main character goes to defeat is a giant python, and she fights using rusty weaponry.
Team/Developer
oxyenno collective
Premade content
A part of the photos were taken shortly before the jam period to test if the idea was possible. Other small assets we used that were made before the jam are: the song during the cutscene, a few sound effects, and a character 3d model base. 3rd party assets are the fonts, shaders and, well, godot.
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Comments
Neat demo! I loved the combination of real photos with simple 3D, I have a big soft spot for this kind of art style ("playing with JPGs"/drawing characters into real places). I think it just feels really nostalgic and uncanny in a good way.
I know the description said to stop after the "cute and cool" transition, but honestly I think the combat area wasn't too bad either. Pelvic thrusting around and beating up PNGs was really funny, and the... thing... you briefly see at the end looked pretty cool.
Still, I do agree that the first, "real world" section was much stronger visually, and honestly I'd love to see a whole game in that 2.5D style, combat and all. The kind of hack-and-slash combat that the second part of the demo hinted at is kinda a dime a dozen, and I'd say the first part's use of the real world felt much more unique and much more "unreal." The "unreal" segments (which I guess means the combat zones) could simply be represented by more edited/weirder photos.
That said, I do wish you could sprint in the real world, and some better indication of where the exits are would be nice (a lot of areas look like paths leading out of the photo).
Either way, good job!
thanks for the thoughtful comment :D! I was inspired by Toro on Holiday for the ps2 for the real photo background + 3d character style, still very happy with how that looks. For the combat section i’ve been thinking at taking some inspiration from Escher, to use the photos as textures for crazy shapes and buildings instead of just copying the real life thing 1:1. I also have some plans for the combat itself, to make it encounter based with a mix of action and turn based combat. I think adding things to interact with will add a lot, I’ll probably make the monologue a cutscene and then let the player explore. That’s all in the future though, focusing on other things for now but i am excited to get back to this at some point.
Cool atmosphere! Really loved the kind of somber aura of the first half.
I agree with other comments that the walking speed was too slow, especially since it took me a bit to figure out where the exit trigger was for the first room, so I was kind of just walking with no dialogue happening
The combat section felt unfinished (as you described), but it had its own interesting atmosphere. I wonder how this will look like when the vision is more realized
Thanks! I think my writing could definitely improve, maybe I’ll ask for some help on that I don’t have too much experience (especially with writing believable girls www). I will rework the first section to have more to do and increase the walking speed, that part was mostly because of my lacking animation skills and having to match it up with the speed. I think if i change those things the atmosphere can shine even harder, also planning on adding some flashing images and other similar visuals.
I really liked aesthetics of this game! Like some others have said, the early PS1 style is really cool and works so well for a atmospheric game like this. The story was interesting and I wanted to learn more.
The intro's walking speed was a little slow, but I assume that was for the dialogue to have time to play. Maybe adding more to look at in the intro world would help the player feel engaged while the into plays? But it wasn't really an issue.
I think the effects for when you transported to the other world was really good and kinda eerie . And the boss area was cool and has potential. I hope this game continues and I get to fight that snake one day!
Thanks for the really nice comment! I was inspired by Toro on Holiday for the PS2, striving to become as impressive as that game, it has toro interacting with real people fmv style! Though, I really want to lean into the eerie and off-putting aspects as well, playing to strengths of video games as much as possible. x
I mean… it’s technically playable.
The fact 70% of this game is walking somewhere on the slowest walking speed i have experienced, just so i got sent back to the place i immediately started was not a fun experience.
I thought this was a slightly dark resident evil style game, but then when the actual game start, it was 20 seconds of running towards an arrow while kinda having some enemies but not really.
The mood of the game was allright, i guess, but it’s not really a magical girl game, at least not on the jam version.
… correct 👍
OOOO i LOVE the visual style on this one! the vibes are amazing, the little story at the beginning was cool!, cool game!
Thanks so much! Your game is very cool too :D
The game has wonderful vibes. I love that PS1 feel, even though I know it's eerie and always scares me haha. I love the concept and execution of the aesthetics and I found it really thoughtful that there was an unstuck button just in case (I used it a bunch haha). Thank you for making this game! That eventual python boss fight is going to be so rad.
reflecting on this, already i have ideas for way more interesting combat systems, and changes to writing style and overall structure. i should make a blog for this on my website. though i do need to take a break, yeahyeah
Why would you make ground and road with different collisions? I went/fell off stone road at the end of the 3rd screen i guess and stuck. lol :D Cool style, I liked it.
it ahould be one and the same collision object, though i most definitely have missed some spots, i did put a reload button in the settings :p. thanks!
cool aesthetics, the main character walks like a gundam. I like the artstyle.
yes she does 😭… animation and especially animation that aligns with movement is just so hard, it’s a work in progress for me.