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(+2)

This game looks amazing. Excellent graphics. I recognized the tune in the intro from soundimage, good stuff there.

Character models look great and have a ton of personality. They have different poses for their various states, actions are clear and don't last too long, and even the backgrounds look good without being distracting.

Selecting and playing moves is a little janky. It doesn't work the way the tutorial says it should. In order to use a card I had to:

  1. Click the character I want to perform the action with
  2. Click the card I want to use
  3. Click the target for the action
  4. Click the card again

I recommend finding a way to drop either step 2 or step 4. I can see that you're trying to make it easier to see the full text of the card with this method, but it's just not intuitive.

Kinda funny that Chameko, the "Dark" type character, is brightly colored. Seems a bit counterintuitive. I guess it's a Naruto-esque reference?

I didn't know I needed to right click to move on the overworld. There should be a popup or tooltip for that.

I didn't realize that right click cancels a card selection until I tried doing it.

I really like that the type chart is accessible in battle and that you can see the enemy's type by selecting them.

It's also pretty cool that you can see the "types" of the cards each character is holding. It helps with strategizing.

Some enemies attacked Tetsuko and made her go into her "exhausted" animation. I used a card to refresh her but it just wasted my move. Either there's something not working right with the move or states need to be communicated better.

Cards mention doing X number of damage but health indicators in the top of the screen are presented as bars. I think segmented health bars like the presentation in the lower left would work better with numbers this low.

Another thing that could help improve the UI is displaying the types of each character in the box that displays their name, HP, etc. I know you can get that info by hovering over each character, but it would reduce the amount of mousing around that I need to do and would make it easier to understand the battlefield at a glance.

I like that I can adjust my deck in between battles.

I like the UI for deck adjustment overall - I can see what cards are in each girl's deck, I can see their special attributes, I can even review what each card does pretty easily. There does seem to be a little bit of an issue with how I would expect to move around the screen for adding and removing cards: I want to click the card I want to remove and click the button at the bottom of the deck to remove it, but that's the "Add card" button; the "remove" button is under the card preview. I understand why it is the way it is and it works well enough, but I feel like something about the flow of adding and removing cards needs to be adjusted to make it feel right.

When presenting new cards, there should be a way for the player to review what those cards do. Maybe instead of presenting them in the compact "in hand" format, show each card individually side-by-side?

I would like some additional popup or way to get info on the different states like "haste" so I can understand what that means.

"Australian Spidfrit" 😄

 - It's a little hard trying to target this enemy. The hitbox for clicking it needs to be bigger.

One thing that I'm going to nitpick is the motivation behind these characters. Who are they? Why are they magical girls? It's not explained well in the game. Just a little more backstory at some point (either in the intro, scattered through the game, or both) could add depth to the story.

=Summary=

While I didn't have enough time to play through the full experience, what I did see I liked a lot overall. There are some heres-and-theres to polish up, but overall this game is very well done.

(1 edit)

Thanks for playing! Several of your complaints are handled/explained by the buff icons attached to the unit status panel in the bottom left. I think there needs to be more attention drawn to that in tutorialisation but I lacked time for a thorough explanation, and didn't want to bog the tutorial down too much.

The other feedback is very helpful and if we move forward the game will try and address them all, thanks!