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miracleJester

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A member registered Jul 26, 2015 · View creator page →

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Hey, there was no time to do a pause menu or settings, sadly, so the only display attributes are the default ones (Maximized window only, no fullscreen toggle)

We also ran into an issue with the FMOD plugin we used where sound does not play on web builds, and that is why it is missing here

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Amazing presentation and very creative idea!

I am really terrible at these kind of games, so I could not make it too far. I got the second trick (Downwards Grab) after about an hour of gameplay and could not get out of a vertical pit (my skill issue)

Even so, this was a really impressive jam entry with a solid execution!

Thank you for the feedback!

Cool main character design! The art in general was pretty nice, although it kind of feels like the world is gigantic in comparison to the characters in it. Story was pretty intriguing

I found the dashing controls to be a bit confusing, and would have liked the default speed to be dash 1 at least

Art and animation looks amazing! I got past the first boss and kept dying. Managed to get to the next save point but I think I ran into a bug where the minigame just glitched out as the UI modal kept going down, so I had to stop there

I would say that the core you have for basic movement and attacks is solid. I feel like the player should move a bit faster and the minigame should be optional or at least not be on critical places like the save area

Story was quite funny!

The game is definitely a snake girl metroidvania. I have to say that the rather imprecise movement combined with the need to do super accurate jumps led to many frustrating moments. I did make it to the end, but it was a journey. It is kind of like one of the other comments here say: It may have been better to have this character as the protagonist of a super meat boy type game, or to make the controls more precise (and the level design a bit more forgiving!)

Great character design and very charming world!

Loved a lot of things about this game: It is funny, there are a lot of interactions and choices the player can make, the battle system + pearl upgrades give some serious variety to the gameplay, and more!

It was a really solid experience! 

This game has a lot of content for a jam entry! It is also my favorite interpretation of the Unreal theme so far!

I think its biggest flaw is that areas are just too big with no way to fast travel between important places. I made it to the pinata boss. It was amazing and I was rewarded with the robo key piece, but then I realized I didn't get the other piece. I took a look at the map and decided my playthrough would end there. The map is just too big for the amount of content it has

The npcs, individual enemies and the one boss I saw were amazing. If the map was like a quarter of its current size, I think there would be a much bigger chance of player seeing everything this game has to offer

Neat "episodic" structure! The heroines were well defined and likeable! 

The gameplay was a bit basic even though the 1v1 battles were a bit like puzzles to solve

I was definitively intrigued to see what would happen after the ending!

Cute characters and story! 

The combat was a bit clunky on web with the attack taking a bit to actually happened after clicking.

On a side note, I spent so long on the sliding puzzle. I am terrible at those

The aesthetics were pretty nice, and the lightning was great for the most part (it was a bit much in a few places). The combat felt a bit strange. May be a me thing on that one since I rarely changed colors and that probably played a part in it

I reached the final door without all the data pieces, but did not want to walk through the whole map again, so I left it there

Overall a really cool atmosphere and an unique take on the magical girl theme! 

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

Cool dungeon crawler! I am really bad at these kinds of games, so I spent all of my SP super fast and then just mashed the standard attack for each party member. Somehow still beat Gabriel

I can see more things being done with the battle system in the future!

The combat system is quite unique for an RPG Maker game. Love the damage numbers coming out of the enemies!

Map design made it very difficult to know what was a wall and what wasn't. I was stuck an embarrassingly long amount of time on the first screen!

The game crashed when I tried to go to the right on the second screen and that ended my playthrough, but I had fun with what I played

Awesome art and music leading to a solid sense of atmosphere. The way the music was handled was especially great

Controls took some time to figure out, even with the instructions. There were some finicky things like elevators not reacting some times or antigravity not feeling super intuitive

Overall, this was a very fun and unique take on a magical girl metroidvania with plenty of potential for expansion and refinement!

I can see where you are going with this. Interesting!

Took me a while to figure out that I needed to use the secondary attack to collect points on the first stage.

Also, if you want to have this be more in line with the themes of this jam, you should consider adding more magical girl aesthetics to the game

Nice work!

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!

Character sprites were nice, and it was fun to make enemies explode with your headbutts! Controls felt a bit weird and the jump seemed awkward

Atmosphere was nice!

Neat designs for the protagonists! melee attack and jumping/air movement need more work, but you have a cool switching mechanic with plenty of potential

Great concept! I ended up getting lost a lot so I could not finish, but I can see the potential!

Character sprites and the art on the story sections are amazing. Best part of the game

Gameplay-wise, I feel that the main character is a bit hard to control. Jumping and attacking need some fine tuning on their timing, and I think the dash should have been a button. It is too easy to trigger that by mistake

The enemies also need to give the player some time before they react. The fireball bat and the flying robot were especially troublesome. There didn't seem to be a way to avoid being hit while trying to hit them yourself

I did make it through the end and enjoyed the final dialogue!

Cool metroid-inspired (I think) game! It was really solid all around, and having a map really helped with exploration. My only nitpick is that I felt that the wall jump was sort of finicky

Great work!

Gorgeous character and background art!

I ran into a few bugs with the unlocks. The first golem did not give me anything initially so I had to restart. Later on, I fell into a combat area with dogs and bats. After beating them, I became stuck. Not sure if I was supposed to get an ability there

That aside, I do like the idea of having an engineer magical girl! Seems to have plenty of potential for expansion

Amazing experience! Controls like a charm, has great music, level design is open but not labyrinthic, it has it all!

I only have 2 criticisms: I found it annoying to have to go back to a save point to swap wands (but I understand that the level design relies on this, so it is more of a nitpick), and I found  myself stuck out of bounds a few times

Those are just minor issues though. This was an all around great game. Congrats!

Managed to get to the end. Hardest game in this jam I've played so far. Movement is great and responsive, but speed and wall-jump/orb timings need some tuning. I was only able to get there because I was playing on a controller.  This would feel impossible on keyboard

Music was very cool and I can clearly see you had a story and world in mind for this kind of cop thriller + magical girl combination

Amazing visuals and Mario Odyssey-like controls. Incredible amount of content for the time limit! However, I was unable to finish. I think this game needs some more guidance for the player to know where to go. It is too easy to get lost and frustrated. I got the glide and geyser ability, and then I wandered for 40 minutes, unable to progress. Sadly, this is where I stopped

There is a lot of potential here. The core of the game is extremely good and polished. I imagined that the vision was that you would do more in the school part of the game (otherwise the whale that tries to kill you if you take too long does not make much sense), but it would be insane if that was in alongside what you already have here

You should keep developing this game. It can turn into something truly amazing

Loved the portrait and  protagonist art, as well as how her appearance changed as you got upgrades. Platforming is solid, but melee attacks felt a bit strange. Maybe it was due to lack of time, but the final boss felt underwhelming. 

The experience was complete and solid though. Great work!

Neat prototype. Found the control scheme a bit difficult, but I was still able to make it to the end. Nice work!

Neat first game! Loved the main characters' animations

Great game! The metroidvania design was spot on. You could get lost but it never feels like you are wandering aimlessly. Also loved the upgrades being from fallen magical girls

If there is anything to be critical of, I guess it is the heat seeking laser not being all that useful in my opinion

Cool world design! I also encountered the animation bug where only air attacks work, but other than that, this was a solid experience. great work!

Thank you for the feedback! There were definitely bigger plans for this game, but lack of time and a level designer really shortened the game's length. I am glad it seems like there is a solid core there to work with!

I think I reached the ending of the game (Defeated the boss, got to the shopkeeper, entered the brick house). The art style and music are pretty cool!

Gameplay feels very slippery with the attack moving you so much, but also being the fastest way to move around. The levers also seem to have very small hitboxes. I thought they didn't work because I kept missing them since they themselves don't react to being hit. 

I recommend giving rollerskates to the protagonist (or making a game where the protagonist wears rollerskates), because that attack = movement mechanic ended up being fun

Great mechanics and character controller! I admit this is probably a me thing, but after falling from the second zone back to the first zone multiple times, I kind of gave up. Luckily I was able to see a lot of the game before that happened!

I didn't really find any bugs or glaring issues, but I agree with some comments here that the specter of torment slash mechanic is a bit unreliable, especially when you need to use it on enemies

Solid work!

Got the second health upgrade 😎. The main character controlled pretty nicely! I hope you can continue working on this, or at least use what you learned for a new game!

Cool construct mechanic! Wish it was used more in the game

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I like the general idea of the game: kind of like a randomized overcooked with a magical girl protagonist, and her design was cool. Reminded me of Princess Tiana from Princess and the Frog

I think the core gameplay needs some tuning (or maybe I am just bad lol). I consistently felt I didn't have enough time no matter how early I started making the recipes, even if it was just coffee. This could have been because you get upgrades at some point and I didn't know, but then I could not actually serve food to clients. They never accepted anything that I put on the table >:(

I saw in another comment here that you need to use a plate. I grabbed a plate, put it in a counter, then grabbed a finished coffee and put it in a plate. Not sure if I did it correctly because now I was carrying both objects but they didn't seem to be connected. I tried to place this on the customer's table and only the plate went in Maybe I needed to use the bowl for coffee?

I tried again with flan. This is where time is just not enough I think. This time I was able to get the flan done and served, but just before the customer paid, time ran out

After I saw the strawberry tart recipe, I was 100% sure there was no way to make just one in time, let alone with 0 customer sadness, unless I am missing something (which could very well be the case)

If there are ways to speed up your cooking that I didn't get to see, then I would suggest forcing coffee as the recipe until you get some upgrades, and adding plating to the recipe too so the player knows the final state food needs to be in

I can tell the game has a lot going on under the hood that took most of the time, so I would love to see the game further developed into its original vision!

Thank you so much for playing and for the detailed feedback!

Cool magical girl team! Where is spades though? ;)

Creative battle system. It is difficult to design something turn based with any level of complexity in such a short time. Still, I was a bit confused with how to play at the start even after reading the instructions on the itch page. Maybe the reinforcement cards should be visually distinguished more from the creature cards

Music and designs were pretty nice!

Thanks for playing! Originally we wanted to add more mechanics to both attacks, but as always time was a problem