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A jam submission

Magical Girl Lottie LuminaView game page

Tactical magical girl action
Submitted by yohane2 — 2 days, 13 hours before the deadline
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Play game

Magical Girl Lottie Lumina's itch.io page

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Comments

Submitted

I am sorry but unlike the last time, I am not able to test your game on my linux machine. I am sure it’s just to do with you changing engines. I read the summary of your changes and they sound good. It is unfortunate I cannot experience them. Anyway, keep up the good work.

I look forward to watching how your game progresses on streams

Lottie was a lot of fun! The music was great and the character was cute. Needs a shop and some level up systems and the game would be 10x as fun. Cant wait to see your progress!

worked after I instralled:

---------------------------

lottie.exe

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You must install .NET Desktop Runtime to run this application.

Architecture: x64

App host version: 6.0.22

Would you like to download it now?

Learn about runtime installation:

https://aka.ms/dotnet/app-launch-failed

---------------------------

Yes   No   

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It took about 6 seconds to launch, and then was in game wit hteh music. At first I thought it was broken, but happy it loaded up fine.


can it be possible for it to create a window and say "loading" just white text on black background or something, before it tries to open any files or process any resources? Just so that on a low end system they know it is working straight away? If it is easy to do that is.


My laptop has 1366x768 and the window was too high by default, but when I maximised it it rescaled the content and that was okay then.

Game Notes:


The new combat UI is way better, on the old one I couldn't click properly on the left because of the screen size, on the new one it is fine.

The UI border that looks like a retro RPG with the font and the decorative edge is nice.


I'm not sure how "E" works, where she looks at the screen, hunger goes down, hp and mp go up. But it doesn't happen while moving?


nice game.

Developer (1 edit)

Hmm, I'll look into implementing a loading screen. It does load most of the resources at the start, hope it doesn't get worse as the game gets more content.

Pressing E essentially makes you wait a turn, and whenever time passes, your hunger meter decreases, but you regenerate HP and MP. You can press E a bunch of times between battles to "rest up." (will change it so you can hold E like another poster suggested)

Submitted

Played until robot hell floor and died, think it was either floor 3 or 4, how much content is in this game? Will there be a story? I had fun, would love to play more and see the leveling implemented. 

Developer

Thanks for playing! The demo has 5 floors, including 1 floor that's just a boss room. I eventually plan to have a story but need to work out the details.

Hint for the floor with the mechs: Back attacks are very useful against them!

(2 edits) (+1)

I enjoyed this. Not a big roguelike player but I've played a bit of them. The aesthetic was just right for me and I wanted to check this out after seeing a screenshot in the threads.

Some comments I wrote as I played

  • The damage numbers need an outline so they pop against the background
  • The backpack icon needs to be visually distinct from the spells. Move it somewhere else or make it larger, it shouldn't look like another spell. Acually there's plenty of space at the bottom, have an item hotba r?
  • If a spell isn't ticking down the cooldown when there's no enemies that's ok, but there needs to be a visual indicator on the icon to show if it's ticking down or not. A glow or something.
  • I don't want to reach for esc for inventory, put it on a key near to wasd. Space and E both seem to be wait, put inventory on E.
  • Hopefully I didn't miss it, there should be a way to change direction without moving that costs a turn. Hold shift perhaps.
  • I didn't get far enough to learn what the dollars do, and there's no counter on screen for them, so they feel a little pointless. When I got dollars it felt like I got nothing. Fair enough if there's a missing mechanic.
  • Holding space should keep you waiting for as long as you hold it.
  • Magical girl is an aesthetic-heavy thing, so I'd say make the character sprite match the thing that's being worn.
  • Make it visually obvious and play a sound cue when a door locks!! A locked door isn't the same as a regular door.
  • If I hold a direction against a locked door or against a wall I shouldn't lose a bunch of hunger points.
  • When skimming I got HNG mixed up with HP a bit, consider Stamina or something else as the abbreviation.

I might have a bug  for you, is this a softlock?



I wrote a lot of criticisms but that's because a played for a while, there's some good potential here if things are smoothed out.
Developer

Thanks for the feedback! Those are nice QoL changes. Actually, older versions had some of these changes already (like the damage number outlines and door sounds) but I didn't have time to re-implement them in Monogame yet. Also, money is useless right now but there will be shops in the future.

That screenshot is indeed a softlock! Enemies are not supposed to spawn in that "hallway" area between rooms. It's one of those annoying bugs that only happens .01% of the time and works the other 99.9%...  I just uploaded a new build that SHOULD fix it.

Developer

Changes since last DD

Due to the controversy over Unity, I decided to port over the whole project to Monogame! Most of the code has been ported over, but some minor things are still missing. 

Since I had to redo a lot of code, I took the opportunity to make some major gameplay changes. I've revamped a lot of the game mechanics in order to (hopefully) make it more fun. Some changes are:

  • Characters move a lot faster
  • Dungeons are smaller (there was too much empty space before)
  • You now have AOE attacks
  • You now have consumable items
  • Your spells now have cooldowns instead of being able to be used once-per-refresh like before.
  • There is now a hunger system as in many roguelikes. This was added so that there's a cost to waiting for your spells to cooldown.
  • Unlike other roguelikes, "time" does not pass outside of battle, unless you wait. This means that your hunger doesn't decrease outside of battle, so you aren't punished for taking longer to explore. This ALSO means that health regen, mana regen, and cooldowns stop outside of battle, unless you wait (by pressing enter/spacebar)
    • (Basically you can choose how much to "rest" by waiting X turns between battles. It makes more sense when you play it...)
  • Added "monster houses" - large rooms with many more enemies than normal
  • You can hit enemies from behind for extra damage
  • You can knock enemies into pits if you hit them adjacent to a pit. (Though some enemies may be immune!)