Was looking at some old stuff again and was reminded that I did music for this game. I suppose I never really got to say I had a lot of fun working on this! Here's some old footage I got of the credits for a nostalgic trip.
neonflowr
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1. Did you beat the game?
Yup
2. If so, how long did it take? And if not, how long until you gave up?
Only took slightly more than 1 minute!
3. Approximately how many battles did you enter? And what was the win/loss ratio?
Probably like 20 or 30, won like 3 of them.
4. Did you encounter any bugs?
(the protagonist is not an insect despite its appearance)
IT'S NOT A STICKBUG!?
There was like one time where 2 big magical orbs collided and then one just stayed stuck, not moving. Don't recall too well.
5. Were there any confusing or unintuitive mechanics:
(a) even after tutorials,
(b) even after/despite multiple interactions with said mechanic.
1. the aim of the game. Took a bit to understand that you're actually fighting against magical girls!
2. the city UI is rather overwhelming when it's the first thing you see in the game, the distance circles only comes into play at the end.
3. Attacking / deflecting. It took embarassingly long to realize you're not supposed to directly attack the girls but rather deflect orbs against them. Honestly thought you were supposed to just dodge stuff until the timer runs out. Very unintuitive if you don't know it beforehand.
4. Magic colors. Possibly the most confusing aspect in the playthrough. Maybe I missed something, but I thought you were supposed to attack the girls with the orbs of the color they're weak against. Imagine my suprise when they just parry it over and over again. Eventually I realized the color hierarchy really only applies to you, deflecting an orb with a weaker color just damages you and make the orb explode. The girls don't care what color hit them as they seem to parry most attacks anyways.
5. Sealing at the end. I thought the girls would be at 3 different buildings since the response times can be different depending on the day but apparently they're all in one place. Some were just sleeping when the alarms hit it seems. Once you know this, it kinda trivializes the final guessing by just finding the time of the day where the response times are the same.
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6. Optional: Changes you believe would improve your experience, or parts that you believe detracted from the game.
Even knowing the mechanics, there's still a lot of waiting around: collecting energy, waiting for the girls to arrive, waiting for them to attack. Makes for a slightly tedious experience. Perhaps there can be other sub-goals in the fights beyond getting the response times? Like collecting stuff or challenges that make the actual fights more engaging rather than just waiting out the clock. Perhaps there are already defense systems at the invasion location that you fight before the girls come. Stuff like that.
Despite a pretty rough playthrough, I do like the concept of the game and the deduction-based gameplay interspersed with action sequences. With better guidance through the game and some polishing, you have a solid gameplay loop in your hands.
Absolute cinema ending btw.
Thank you for playing and leaving such detailed feedback! We are making a level picker and an unlimited undo system. Coming soon.
As for the peculiar case you mentioned, it is somehow both intentional and unintentional. The consequences of the binding can be weird sometimes. Internally, bound boxes get moved by binding only when a bound box is directly moved by the player. In this case box C is moved, but it is actually being moved by box B being pushed by the player, so that's why block A doesn't move. This is somewhat unintuitive as it is so it is subject to change in the future.
As for your last point. Well, it was but an estimate! I'll check out your submission.
The concept looks very fun. I got to the little palace in the forest and wandered around the world so I don't know if that's the end right now. I see good stuff coming if you decide to keep working on it. I don't know if the visuals and audio are stock RPGMaker assets or made for the jam so can't really rate that properly.
Thank you for playing the game! The enemy spawning shouldn't be broken, however I might have made it so that spawner spawns less enemies after the initial wave, only getting an enemy in every 30 seconds or so. In general, near the jam's end I made the game a lot easier than it was since I was worried it might have been too difficult, but there are extra difficulty levels in the works. As for the cards' placement, I did try to reduce the need to look at the cards by having cues for the next action card near the player sprite but I suppose as you said it's better to just get the cards near the action.
I made a small sudoku game with your work. Thanks for sharing it. https://neonflowr.itch.io/sugoku
Thanks for playing. I don't have a track record of following the theme when doing game jams sadly. For your feedback, I think even if the movement across the stage is slow, in a competitive match, it's really the speed of the player's thought and decision making that's the limiting factor when choosing to make a move, and so the character movement shouldn't be too much of a road block.
I don't usually see people try narrative games for this jam, so it's really fun when someone does come up with something lovely to go through and digest the story. The art is really cute, and despite the short playtime, the characters already feel close and loveable. The story ramps up a little too quick though and made me quite confused.
Hi, I'm a game composer. My works are mostly ambient, calm tracks, kinda C418-y.
You can hear some of my stuff here:
https://soundcloud.com/falling_snowdin/sets/stuff
My Discord: fsnowdin#1391
DM if interested!
Those two areas you screenshotted didn't have proper collision blocks placed. The hallway area one is especially nasty because I deliberately took time to check for this bug throughout the area but still missed that place, lol.
The forest area bounds bug is new though. I totally forgot there was piece of flavor text there that I just dragged out of the level to get rid of (oh what you do in a game jam...). By returning to the level from outside the map, you returned to a previous scene from a leftover exit point.
Lol, about the Wymia name. I literally just picked it because it sounded good. Nothing else. Are you Polish? I never could have imagined the word would mean 'udder' in Polish. Tbh, this is pretty hilarious.
Thanks for continuing the bug reports!
If you load the game after the credits scene, it returns to the game state before the ending so seeing Wymia on the ground isn't a problem. I take it that you're trying to interact to her without the talk bubble popping up and that's what causing the crashes. I'll see into that.
Yeah, all the scenes in the game have the player in them. The credits scene are just me moving the camera while the player is out of bounds. I actually forgot to freeze the player movement in the scene you mentioned so that's why you can move around, lol.
Thanks for playing the game and for the plenty of bug reports! Really appreciate it!
After the flower scene, you're pretty much done with the guy. There's someone else at the area with the multiple little rooms you may be able to help (he has more dialogue than it looks) who will convince the red hood guy to help you (to be frank, the hints for this part aren't clear at all, sorry for that). The crashing bug is new though, thanks for letting me know about that and for playing the game!
After the flower scene, you're pretty much done with the blue guy. There's someone else at the area with multiple little rooms you may be able to help though... What you need to do at points in the game isn't very straightforward or clearly hinted at; I learned that in a game jam, your vomit draft writing IS the final writing... I can see myself working on this little game for a while more.
I love the artstyle for Mission Zigloton, btw :)
Thanks for playing and for the kind words.









