Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

L0VE x W0RLDView game page

Restore This World!
Submitted by FrankRJ — 6 days, 14 hours before the deadline
Add to collection

Play game

L0VE x W0RLD's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#64.1304.130
Relevance to the chosen theme(s)#123.7833.783
Genre Interpretation#213.4783.478
Overall#233.2103.210
Sensory#263.0433.043
Enjoyment#432.5652.565
Gameplay Polish#462.2612.261

Ranked from 23 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?
Magical Girl and Metroidvania

Chosen theme(s) and relevant explanations
I have chosen Unity, idea being that you collect characters around the map and unite them together. Also, I have chosen Unreal as the game takes place on a computer and the main character isn't actually a magical girl in real life, it is an avatar she created.

Optional challenges explanations, if applicable
none sorry

Team/Developer
FrankRJ

Premade content
https://www.dafont.com/v5prophit.font , https://fonts.google.com/specimen/Bitcount?query=bitcount , https://fonts.google.com/specimen/Play?query=play

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

I like the Summer Wars vibe, and how the new moderator explains the tastes analysis helps them understand you better than you are.

It was funny to see “meta spikes” coming during final boss fight.

However I was confused that I fought the final boss after only one upgrade. On my second run I managed to unlock Dash and Butterfly (couldn’t use it at all) and found the first fashion character. On my way to the second fashion character I accidentally entered the new moderator’s trigger area and they challenged me on the spot like a Pokemon trainer. I tried to close the dialogue window but the close button was disabled this time. My only choice was to wait until duel prompt, then I could finally click on the close button.

It would be more natural to have a Refuse invitation button besides the Accept button because it looked like I had no choice but to accept the first time. Also some warning that it’s the game end after (with a smart in-lore message) that so players who want to complete 100% know they should Refuse and explore the world more first.

Temporary short platforms that self-destruct was a nice challenge to make you use double jump and air dash.

  • game looks slow in general, not sure if performance issue due to web build. I see it uses Godot so not sure why though. Try Compatibility mode. And normally if you update physics with physics_process it should “catch up” frames anyway.
  • character moves too slowly, hard to jump to the other side, I have to make a full jump from edge to edge
  • chat text appears too slowly and you can’t press a button to quick display it. In particular the first one after uniting brother and sister takes a few minutes (fortunately on second run you can just close it). Probably no need to show the 3 dots for a while. You can imagine it’s a voice chat and players just answer naturally and some voice parsing transcribes the voices in real time. Well I do see smileys so it’s probably a text chat, but looking at Summer Wars, .HACK// and all it’s probably voice. Text is fine too as long as it appears fast, though.
  • a lot of text in big bubbles even if there is only one line, so you scroll a lot. Dialogues could probably be shorter, a bit of smalltalk is OK for the mood but not too much
  • the dialogue with the new moderator was also slow so I took that time to write this comment while it was proceeding in the background, with the intention to read full text once it’s over. Except it immediately proceeded to the Battle invite without asking me for input to continue, so I missed the end of the dialogue
  • a lot of lag when closing tutorial/chat window too
  • small platforms should be one-way (we have the same issue in our game, but those are really thin and really look like they were thought that way from the start)
  • dodge battle: easy to find dead spots (I put my character between two vertical lines of bugs arriving and I’m typing this comment while it runs in the background - even for final boss, the spikes arrive on the same lines). That makes the shield and bomb upgrades less useful.
  • dodge battle: hard to move with WASD and keep track of the 2 key for shield. So I started playing with arrow keys but Up/Down keys didn’t move character
  • dodge battle: on my second run I went through the firewall to the left and this one was instantly cleared. I thought “cool, the game remembered I beat that firewall on my first run and saves me time not having to redo the challenge!” but no, the second firewall challenged me again. So was it a bug?
  • healing station effect is unclear since I don’t see my character’s life in world exploration mode. In fact even during dodge game I got hit on purpose and couldn’t see the green bar change at all
Submitted(+1)

A bit hard to get into at first, but a very cool and unique game! The artwork and character designs are great, and I think the puppet animation fits the "old Internet" vibe well (it reminds me of old Flash games). I'm a big fan of the music, and I really liked the story and the "chatroom" style of writing too!

Movement and text definitely felt very slow, but if it's a technical issue then it obviously can't be helped with the gamejam constraints and all. It got a lot more bearable with the double jump and dash, but trying to reunite users without those upgrades is definitely a bad idea haha.

At first I was very confused because somehow, reuniting didn't work on my first playthrough and both users would just end up following me instead. It worked on my second attempt though, and I'm really glad I gave it another shot because all the conversations with the users were super fun and charming!

The final boss was a bit easy with all the upgrades (perhaps the fight itself is slowed down too?), but a cool fight regardless. Although, I was a bit sad that she just seemed to disappear, I was hoping that maybe we could "fix" her and actually make her work in the users' favor. All the users jumping up and cheering on you at the end and all the ending messages were super adorable, though!

Overall, the game definitely attempted to implement a lot of different gameplay mechanics and there is a bit of breakage, but I think this particular mix of play styles has a lot of potential, and I loved the chatroom aesthetic. Great job!

Submitted(+1)

This game has a lot of neat stuff: the hacking minigame, the abilities, the whole idea of a magical girl moderator. It is all very engaging!

There is a big issue though. The game is just slow in general. Not just movement, but also the chats with the users you reunite and especially with the final boss if you are like me and challenged her before doing anything else

Character art is superb and I loved the picture of the real life protag in the ending. I think this world you made has a lot of great potential!

Submitted(+1)

Honestly i wish i could have given it more time to try it out, but the character moved so slowly that after 10 minutes i was starting to stress myself out.

DeveloperSubmitted

Thanks for a least giving it a go lmao

Submitted(+1)

Nicely done. The fact that you managed to do this all by yourself is amazing.

I liked the sensory feedback and sound effects you provided. The dialogue was charming and was my main source of enjoyment, alongside the minigames.

I will say that the text was pretty slow, however. I would have hoped for a skip button. Plus, I feel like the walk speed for the player was slippery and slow. I suspect something went wrong with the delta timing? It made a lot of the platforming very hard, especially with the lack of noticeable coyote timing. The fact that the thin platforms bounced me back inconsistently and disappeared after a few seconds didn’t help much either.

Also, I was confused about a lot of the controls. You did provide a How-To-Play section, but it was a little hard to remember all the information at once.

I did like the minigame/battles. They remind me of Undertale. A bit more feedback when the player is hurt, or some clearer indication of the player’s health, might have helped me understand that flying into the butterflies isn’t a good idea (they didn’t appear to do anything, so I tried testing).

The (presumably) final boss was cool the first time I played. …those, I was confused why I lost due to the lack of feedback. And the erasure of my progress was a bit punishing.

DeveloperSubmitted (1 edit)

sorry about these issues, I did do coyote time, so possibly it’s just how laggy the game is sorry about this. Thanks for the in-depth feedback also!!

Submitted(+1)

No need to be sorry. As I said, it’s praiseworthy that you managed all this yourself to begin with. You should be proud.

Submitted(+1)

The art was really cute, and there were a few funny lines in there which were enjoyable. The "how to play" instructions being updates on a blog was very cool and unique. A couple things let the game down in my opinion. The text was very long and with no way to speed it up or skip became tedious in some places (like reading the whole boss text multiple times). The slippery movement also felt strange, and needlessly difficult, and it bothered me how slow you moved (but I think thats a me thing). The other thing is you spend the whole game trying to build up the strength to battle this lady, just for it to be the only fight. I would have loved to see more battles, or maybe the fire walls stepping up in difficulty to a battle rather than a dodging game that never got harder. Otherwise I enjoyed it! Well done!


Bugs: The firewalls really confused me because on some playthroughs they just opened up (literally no button was pressed and not a single Q firewall mini game was played) I thought they opened up in a special order at first... (and then I looked at the instructions)

A couple times I took damage (with the screen shaking) against the boss, when there was no bugs or spike arrow things near me.

DeveloperSubmitted(+1)

thanks for playing and for letting me know of the bugs not sure what’s going on there with the firewalls. I was holding back a lot in the battles/ mini games because I was wanted it to be easy enough for anyone to get through the game, I would totally add more fights if I had time too!

(1 edit) (+1)

I really like the art, the dialogue is charming and the whole game just has a cute vibe, the bullethell gameplay was cool but i do wish it had a bit more OOMPH to it, a bit more vfx, some more feedback in getting hit, not overdo it of course but it would be cool, and yeah a couple of the other comments have said it does feel quite slow but it is still extremely charming!

Submitted(+1)

I liked the style.  But game was bit too slow for my liking just wished character would run faster. Also didn't get the moment i jumped down opened doors went up fought the purple lady and it gave choice rematch/ start new account.  I pressed new account thought game would continue but it just started over.  Dialog was quite long with the character. Cool idea though 

Submitted(+1)

I love the Summer Wars vibes of this game, I picked up on it immediately before I saw that you listed it as an inspiration on the page. I especially love the in-universe “how to play” section, it’s very charming.

The actual gameplay I found a bit clunky. I’m not sure if the game was lagging, or if everything is just really slow? It was quite hard to control, and the conversations also flowed very slowly. The audio for typing was quite grating too. But I did really enjoy the concept of having the final boss right there at the start, and having to go through the level to get strong enough to defeat them. Fun dialog with all the chatters too.

Very creative take!

DeveloperSubmitted(+1)

thanks so much for playing!!! Yeah it’s just lag unfortunately, used to be much worse!! But that’s the best I could get it sorry.  I did originally have the dialogue play out faster as well, it’s just that during testing I got told to slow it down so that’s what happened sorry about that