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Vanda Air's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Genre Interpretation | #35 | 3.214 | 3.214 |
| Creativity | #40 | 2.929 | 2.929 |
| Relevance to the chosen theme(s) | #57 | 2.429 | 2.429 |
| Sensory | #58 | 2.214 | 2.214 |
| Overall | #59 | 2.369 | 2.369 |
| Enjoyment | #66 | 1.929 | 1.929 |
| Gameplay Polish | #67 | 1.500 | 1.500 |
Ranked from 14 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?
metroidvania and magical girl genre
Chosen theme(s) and relevant explanations
unity, because the grimoire tells the story about a strong family secret
Optional challenges explanations, if applicable
on the process to be added
Team/Developer
mecanocodeur
Premade content
no premade content
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Comments
Oh, a boss sketch at the end to indicate where it was supposed to be. We already had boss sprites, just behavior not implemented, so we could have done that too in our prototype!
EDIT: I found later that it wasn’t the end of demo, and found the last skill of “flying” which is actually infinite jump (I missed a room more above - I suppose getting “lost” this could easily be fixed with a mini-map). It’s unfortunate that it completely superseded double jump, but probably for budget reasons. A floating jump would be a better complementary skill. There was also no tutorial for it at all so it took me a moment to figure how to use it.
The metroidvania progression was functional, the projectiles felt fun to shoot with a (probably too) impactful SFX. I liked the small details on projectile colors being added when unlocking new skills, which are also the colors of the gates you can open. Although that wasn’t really clear at the beginning, that skills are also actual “gate keys” (in general Metroidvania games distinguish both), so it could be good to explain in tutorial. Or ideally make each skill truly unlock new areas by their geometrical properties (for double jump it was easy but for the stomp attack there could be actual ground to break)
Visual-wise I liked the theater-ragdoll-style animation (also a nice trick for budget to justify more simple animations), I suppose we’re actually inside some paper theater book?
The main issues I encountered:
Credits:
Promotion: now that game is done you can add screenshots of the actual game in the list of media.
Thank you very much for your precious feedbacks :)
I'll add new tasks on my next update:
* using the right stick and the right trigger to aim and attack will be more comfortable!
Can’t say the game doesn’t have vertical movement, that’s for sure
The game has two squares to click for full screen, one only doesn’t expand the screen but the other does, since they are merged on the same place it’s kind of a 50/50 which version you get.
hello, thank you for your feedback
The merged buttons on the right bottom screen will be fixed at the next update , only the unity's one does the job :)
Pretty neat game! The artwork for the characters and cutscenes was lovely, and I enjoyed the music as well. I'm gonna assume most of the level was placeholder, but the entrance area looked really nice and cozy!
I really liked how over-the-top jumping was, it definitely fit the magical girl theme. The dive attack was also cool, though I never really used it since there weren't any walking enemies. The enemies were a bit annoying to deal with since they could shoot me from any direction, while I could only shoot in eight directions. So in the end, I mostly just ran past everything. Though, being able to shoot down enemy bullets was a nice touch!
It took me a while to figure out that the big torch-looking things were checkpoints(?), and that I needed the last upgrade to open the yellow door that looked exactly like the other yellow door that I had just come through. I wish there was a way to make the text appear instantly without completely skipping it, as waiting for the entire text box of dialogue took a long time. Also, the English could use some proofreading!
I could definitely tell that a lot of the game didn't get finished in time, but I have to say the ending cutscenes were pretty hilarious! Overall, not a bad prototype!
Thank you for your feedback :)
Im currently coding some updates , I hope the next version would do the job more comfortable.
Ending cutscene? Oh, right, I stopped at Boss 1 and thought it was a proto end, but there was another skill and area after that! Thanks for mentioning it!
Love this game!
I remember checking this game out when you first posted it. It's crazy how much you were able to add in the short amount of time with the update! There's a lot of potential here!
I really like the characters and art. My only feedback would be to make the text a little faster, or maybe add a skip to fill the line. I accidentally skipped a few lines trying to speed up the typing speed 😅
Overall, though, it was great! Would love to see where you take this!
Thank you very much for your feedback.
I will updating the dialog process to improve the typing speed and fix the skipping lines.
nice! well done!
it is a little rough around the edges, but i like where this is going
Thank you for your feedback (y)
That is one huge book. Cool!
Yes, The Grimoire is as tall as a big closet in the room :) thank you for your feedback
pretty cool side scrolling shooter. I can see the passion.
thank you 😊 👍