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Thanks for playing!

I can see where a browser inside a browser would get confusing. I hit the wrong refresh button a lot when testing.

I was honestly hoping the joke would be entirely dated by now, but alas, supply issues show no sign of letting up and it still works.

Thanks for playing!

There are definitely some gameplay issues. The AI absolutely can't handle small, enclosed spaces, so I kind of overcompensated by adding more enemies. 

The main reason the storytelling is disjointed is because a lot was cut to try to get the scope more reasonable and finish in time for Christmas. I'll probably do a postmortem at some point, but entire characters and scenes were removed and various scenes cut down to their bare minimum.

Some of the plot holes are inherited from the source material, while others were introduced by the adaptation. The ridiculous amount of henchmen is 100% a concession to gameplay. A lot of "why not do x" questions can be answered (at least from a Doylist perspective) as "then we'd be diverging way too much from the movie".

As an aside, how much I wanted to diverge is a question I wrestled with for most of the process. Ultimately I decided to stick as close as possible, making pragmatic changes for the change in setting where necessary, and only take a hard turn at the very end of the game.

I think I missed a bit in terms of tone; I had visions of it being a lot more self-aware, bordering on parody, but the finished product turned out quite a bit more dry. It was never meant to be taken all that seriously, but at points it's hard not to. And I think if you do take that serious look at it, a lot of those lampshaded or glossed over issues become glaring.

Some of the flaws I'm hoping to fix in coming years as I come back and update this for each holiday season. The (very) tentative plan is to flesh out the narrative sections for 2022, adding back a lot of the stuff that was cut. The gameplay issues probably won't be fixed until 2023.

I can understand being disappointed by this being a diversion rather than a mainline entry in the series. Given the relative length and scope, yeah, I can see why one would have preferred a mainline game instead. It was meant to be a fun little holiday special, but it ended up more of a big holiday special. Did I hype it up too much? Maybe.

It probably could have stood on its own, but I really didn't want to start another potential new series in 2021. I think I ended up failing that anyway, but at the time I conceptualized this game it was still a goal.

A lot of the questions you raise about the world and the setting are ones I intend to answer at some point, although I don't have answers to them all yet. Suckerpunch 3 (Big Team Heavies) will probably be a thing someday, though I have no idea what that game is going to look like yet. I'm thinking there will also be something to bridge the gap between At The Break Of Dawn and this and Suckerpunch 3, but it probably won't be a game. Those will cover a lot of those questions, build out the world a bit, and follow on from the themes and plot points of At The Break Of Dawn.

@Milky Rose, I'm not sure if you're on the Discord or what the best way to reach you is, but could you contact me about the art prize? I don't think itch has DMs but my Twitter and website are linked on my profile and you can contact me through one of those channels. Thanks!

Thanks for playing!

A Dream Of Valhalla does have Sakura and Gina in it, but it's ambiguously canon and doesn't have any important plot bits in it, so you're safe skipping that one. It was really more a dry run for the mechanics which will be in Shattered 2.

The story worked out better than I'd expected. I figured it would be pretty good, but maybe not to everyone's taste, but almost everyone seems to speak positively of the story. The diary was a bit of a gamble- I was worried in particular that it would kill the pacing- but it was a ton of fun to make and worked out well.

You're not the first one to report issues with the controls; I suspect I shipped an incorrect or incomplete control map.

I had a lot of ideas on how to make objectives clearer, but didn't implement any of them mostly because of time. I tried to make things as clear as possible with the tools I had available.

The phantom archer suppression sequence just didn't turn out as well as I'd hoped. It's aone of those things where you try something different in a jam, and sometimes it works out, sometimes it doesn't.

You're not actually the first one to suggest something Deus Ex like. I don't think it's likely, however. I prefer smaller projects these days- I tend to lose interest when they get too big, and it becomes stressful to have it in the background- so I don't see a large project in my future. Even Shattered 2 has grown into something bigger than I'd like.

Thanks for playing!

I've been making weird "magical girl" games since the first Magical Girl Game Jam, when I started out with basically no idea about magical girls at all. This one is definitely off base in regards to mahou shoujo conventions. The closest thing to a magical girl anime that I can definitively say directly influenced it is RWBY. I've tried to work in elements that I've picked up through osmosis but it's still kind of its own thing.

I like this style but it's divisive at best, and sometimes a lot more work than you'd think. Both Takagi and Shattered 2, both already in progress, will be much the same, but I'm looking at doing something different for some future games.

I hear you about the enemies' lack of reaction. Both enemy types are kind of lame. I was somewhat limited by what I had in mind for the series in general (I think I elaborated on this in another comment) but I'm looking for ways to make things a little more interesting in subsequent games.

Even with perfect hindsight, I don't think I would have cut the first section. One of the biggest disappointments with In The Middle Of The Night (my MGGJ2 game that this one is a sequel to) is that it was hilariously short. I really wanted the game to be a decent length this time, and although the end result isn't super long I'm a lot happier with the length this time. If I was to cut the first act and merge elements of it into the third, I think the game still would have ended up too short. I'm also not sure if the story would flow as well, but I wouldn't really know that until I tried to rework it.

With that being said I knew I was pushing it for scope from the beginning. The story and concept I had in mind I felt were doable within the timeframe given, but only just. I really wanted to do this specific thing because it's a keystone for the series and I really wanted to get this one out before Takagi. Without that consideration I probably wouldn't have attempted it, and would have come up with something smaller that I knew I could comfortably finish within the timeframe.

I honestly don't know how some folks in this jam manage to make games that are long, polished, and complex. I've only ever been able to hit one, maybe two. This time, polish definitely took a backseat to length and complexity. Next time, I don't think I'm going to do the crazy genre crossing here, maybe just a visual novel. I definitely want to do more experimental stuff next year rather than mostly continuing existing things I've started which I did this year.

Thanks for playing!

I think is probably my strongest entry to this jam (although Shattered still has a certain magic to it), so I find it reassuring that it's your favourite so far if that makes any sense. That it ranks high among the entries you've played so far is high praise I did not expect.

The story seems to be the best received part overall. I was surprised how well it came together and how well some of the later changes worked. Then again, story and storytelling was a focus area this time around. The diary was an early idea I had, but making it central to the game was something that kind of came about later. I had expected it to kill the pacing, to be honest, but that turned out not to be the case.

Although I didn't see a problem with it myself, I've heard a few complaints about the edgy, coarse language filled dialogue. I'm not going to promise future games will be milder, but the overall style and tone will vary from game to game and with it, the style of the dialogue.

The ending is abrupt because it was kind of written and implemented in a hurry. It should have been longer, it was going to have more options, and some of the dialogue was not quite there, but the clock was starting to run out by that point.

My audio is always a random mishmash of stuff from Freesound, OpenGameArt, and some other free and commercial packs. It's usually done in a hurry and works pretty well, but one of these days I'd like to do a game with exceptionally good audio.

I do wish the environment models were more consistent in style and polycount. I could probably have thrown some money at the problem, and maybe done a little better with more time.

Lily's pathfinding and getting stuck on Sakura are known issues. Pathfinding is basically nonexistent but usually okay in open-ish areas; one of these years I'll solve that general problem (knock on wood). Getting stuck on Sakura I thought was rare enough that it would never happen in practice... I forgot about Murphy's Law. I thought I'd fixed the continuing to move when hitting the hospital, but apparently I'd missed that. I'm not sure why the staring at the sky thing happened, but it certainly could. I don't actually remember if the hammer thrusts things, but it could put Sakura into her Hurting state and she might move when reentering her previous state.

Back in the first MGGJ, I spent the first week on Shattered without any plans on anything but the story sections. I knew I wanted some sort of other gameplay, though, because it seemed like such a tease to describe awesome magical powers without actually letting the player use them. That being said, I'm considering doing a more pure visual novel for MGGJ5 so I can focus on improving the dialogue system without having to worry about making the rest of the game.

I have tentative plans for a third entry in the series (not counting Takagi), though I still only have very vague ideas on what the game will actually be about. I am trying my hardest not to become Valve.

I always look forward to a Basin Lake (I keep trying to call it Basin Falls for some reason) magical girl game, and this one was no exception. Unfortunately, I think this is my least favourite in the series so far, maybe even including the one that gave me eyestrain.

I can point precisely to why that is: It's an incredibly frustrating experience.

It's ridiculously hard, and usually falls on the side of more frustrating than fun. The maps often feel like they're made to be as unforgiving and sometimes unfair as possible. There are plenty of jumps you can't quite hit the normal way, jumps that have to be perfectly timed, jumps that have to be perfectly aligned to reach, etc. Checkpoint placement is inconsistent, too. Sometimes they're very generous, and sometimes you have to make 5 perfectly timed jumps, dodge a turret, and slide under a spike trap to get to the next one.

Any time there are spikes is bad news, because Camilla's hitbox is absurdly large and spikes kill you from any angle. The part during the dreamscape boss fight with vertically moving spike walls deserves special mention for tedium and frustration, and it took me I think about 10 minutes to get past it, completely killing the momentum of the level in the process.

The platforming is not bad, but it's not perfect, and the flaws are just enough to take it from "this game is stupidly frustrating, but that's because I'm not very good at it and it's on me" to "this game is stupidly frustrating, because the game is cheating me." Wall jumping mostly works and is satisfying as heck when it does, but sometimes I found myself wall jumping when I didn't want to. Wall grabbing, on the other hand, I found really awkward. Worse, sometimes I'd get a long jump and sometimes I wouldn't, and I had no idea why that was. Double jumping seemed to be completely useless, except for one or two sections where it was required, where it sort of worked. The jumping platforms also only worked about half the time, and there's no indication which ones launch you high and which don't, which confused me.

I found grabbing the ziplines a bit awkward, but that's probably me, and the sense of momentum from them was great. I think if there's a standout mechanic, it's the ziplines, and it's a shame they weren't used as much as they could be.

While not technically a platforming issue, I found it really hard to get attack to actually connect, and I'd miss about ninety percent of the time. This added quite a bit to the frustration, especially during boss fights where I'd struggle to get up to where they are only to miss actually hitting them repeatedly.

In general there are just a lot of sections that require you to be both fast and precise, which is hard for anyone short of a platformer master to do to begin with, and the not-quite-right mechanics often hinder pulling off the necessary moves.

The lab level had a lot of neat stuff in it, but I was so burned out by that point I just wanted the game to be over. The dreamscape level was exhausting, and I think actually more difficult than the lab. Which is a shame, because it's an incredibly interesting level with great environment design. In general I think there was a lot of great level and environment design that I didn't notice because I was too busy trying to get through it.

Getting a bad ending after all that is a huge slap in the face. After going through all that, I'd expected to be rewarded, and I'm probably not going to try it again, and certainly not on a harder difficulty. I like the idea of having bonuses for collecting items and having an alternate ending for the higher difficulty, but requiring such things to get the good ending at all is unnecessarily cruel.

The story was okay, but by the end I wasn't paying that much close attention to it, and I was kind of confused going in. I think Camilla was introduced in the game that I had trouble playing? A bit of a synopsis of how we got here would have been nice. I did really like the dossier of magical girls in the very beginning, which I think is going to be a really interesting freeze-frame bonus.

Which segues nicely to the art. It's fantastic, with great looking environments and smooth, beautiful animations. I wouldn't expect any less from a ShibeyFaceGames product, and I do worry that you're setting yourself up for a lot of tough acts to follow here. So far, though, I don't think any of the games in this series have disappointed in the art department.

It seems to be another FacemeltingSolos collab, and the quality and selection of music is once again fantastic. I think I spotted a few reused tracks, but it doesn't take away from the game at all. I'd expect to see some repeated leitmotifs by this point in the series anyway.

The rest of the sound design is good, but not standout amazing the way the art and music are.

There's a lot of good here. The art is fantastic, and so is the music. There are a lot of mechanics, and while some work better than others, none of them are broken and all of them are interesting. The level design is interesting, and the environment design is great. Unfortunately, I found actually playing the game to be a frustrating experience rather than an enjoyable one.

I was really nervous going into this one. I've been hearing it's difficult, hard games don't play well with me, and I'm not very good at this type of game. I was both wrong and right to be worried.

I should note also that I have basically no familiarity with the inspirations of this game.

The tutorial is a little long, but it serves its purpose well, and I was surprised by how witty the dialogue was. I was never able to get the dodge-and-run to work and had to skip the tutorial there. I'm not sure if I just couldn't pull it off or if it's a bug.

I do wish there was some sort of tutorial for enemy types, though. I was confused when some of them blew up and damaged me, and I still have no idea what the hell the green thing does.

Nevertheless, I got into the groove fairly quickly, and really enjoyed it once I did. The game just plays well. Movement is fast, fluid, and tight. Attacks are just as good. Slowing time and unleashing a bunch of shots, then watching them connect in normal time is probably the most satisfying thing in any game in this jam. I found the dodge mechanics a little complicated, but spamming spacebar worked pretty well and zipping around was a joy. Everything feels well thought out, well executed, and well balanced.

Then, a few rooms in, I died. I'm still not sure what killed me. I thought I was successfully dodging attacks, but it's clear in retrospect that I wasn't, and in fact was taking a ton of damage. I think if there's one flaw with the gameplay, it's that it's sometimes not clear where damage is coming from or that you're even taking damage. I did figure out that the little heart effect meant you lost health, but it's easy to miss those in the action.

I know checkpoints are coming, so I won't harp on this too much, but they weren't implemented before the end of the jam and they're not in the game at the time of writing. Having to restart from the beginning just plain sucks, and basically killed all the enthusiasm I had built up in one fell swoop.

I've touched on this already but the graphics are fantastic, they're all quality and the animations deserve special mention. I don't think any of it is particularly sophisticated, but it works fantastically well with the gameplay. The sound design, too, is consistent, and works great for establishing a pulse-pounding, high-energy atmosphere.

The one other thing I have to complain about a little is that the theme implementation is pretty lame.

I think I'd love this game more if it was more forgiving. Even with no checkpoints and difficulty a notch or two too high for me, though, it was still a ton of fun while it lasted. It's certainly going to be a real treat for folks with different preferences than I, and worth checking out for everyone.

It's hard to describe this one. It feels unfinished in a way, but not the same way as some of the tech demo or stated WIP entries. It's complete in that everything is there, but none of the elements feel like they've been fully developed.

Even with the awkward ZQSD controls (sorry, but it's not realistic to expect people to change their keyboard layout here), I didn't have any trouble controlling the character. At the same time, though, while flying is fine, it's not all that exciting. I'd really have liked to have seen some barrel rolls or other tricks or something.

It's really hard to hit enemies, and often attacks don't seem to connect. I think there's a combination of things at play here. The attacks have very short reach and seem to have a limited hitbox to begin with, and it's very hard to judge where an attack is going to land before you execute it. On top of that, there might be issues with collision as well; sometimes I was sure an attack should have hit yet nothing seemed to happen. There's also not a lot of reaction to hits; enemies just kind of disappear. The same goes for getting hit; your healthbar goes down and that's about it, without any noticeable effect, indication of where damage is coming from, or even indication that you're taking damage.

At first I also didn't understand how attacks worked; the graphics look cool (though more on that later) but don't really indicate what each attack does in an obvious way.

Coming back to the flying, the relatively sedate pace and slow turning don't really work with the attacks. Because of their limited reach and hitbox, you have to get in very close and precise to hit enemies, and the movement just isn't conducive to that.

Destroying buildings is a lot of fun, with some really satisfying effects, but it doesn't seem like there's any point in doing it.

The graphics are hit and miss. The mixture of graphical styles works surprisingly well, and the use of a 2D sprite for the player character is quite charming. I really do wish there was more animation, though, especially when flying because the single frame looks really unnatural. That's probably my single biggest complaint about the graphics. The UI style is good, if a bit confusing, but some of the graphics don't seem to be scaling well and ended up blurry ingame. The world, well, I'm not generally a fan of the lowpoly style, but for what it is, it's done well.

The background music is surprisingly catchy, and has kind of a 90s feel to it. Apart from the aforementioned building destruction, the sound effects didn't really stand out, though they were plenty functional.

Weirdly, for better or for worse this feels the most "jam game" out of all the entries I've played so far. Take that as you will.

Despite being pretty glaringly flawed in its current state, I think this one is actually very close to being a really good game. Tightening up the flying and combat will do wonders for the gameplay, and adding a few more frames of animation would greatly improve the presentation. I'd also look into adding some functionality to switch between WASD and ZQSD controls, which shouldn't be too difficult (though I don't know much about Godot).

There was a lot more game here than I was expecting. At its heart it is Breakout, although it has extensive powerups and mechanics-justifying plot so maybe Arkanoid is a better comparison. It's a competent take on that genre of games, and brings a few really interesting twists to the table. At one point, it literally becomes Pong, and that is so, so much better than it sounds.

That being said, I wish some of the mechanics were better explained. That we have abilities was explained, but not what they were. I still don't see where Ice would be useful, I still don't know what Bubbles or the red cross power do, and I'm still not sure what happens when I'm hit by an enemy attack. At first I wasn't sure if I was supposed to catch or avoid those, either.

Despite that, the game played very well, and I appreciated the twists it threw my way. The mechanics I could figure out worked well with the basic formula.

There were a few times where it took forever to get the one last block, but I think that's honestly something that comes with the genre.

The art is all quite well done, but the wildly varying styles mar the presentation a bit. There's animesque, cartoon with thick outlines, painted with no outlines, and I think a bit of pixel art as well? It feels very mishmash and the game does not have a consistent design language.

As an aside, I'm not sure why Dani starts off in a magical girl outfit before she's a magical girl. It feels like she was meant to have another but it was never drawn.

I got what was maybe the bad ending, I'm not sure. I won't spoil it for those who haven't played. The story was darker than I expected, and also a lot better than expected. The story is absurd, yes, and at first it feels like it's just there to contextualize the mechanics, but it grew on me a lot as it unfolded.

A minor complaint on the story side is that it's really short considering the magnitude of events that unfold within.

One technical issue is that the game is only playable either in fullscreen or a tiny window. It's possible to make the window bigger by zooming the browser, but that makes everything pixelated and ugly.

I didn't really know what to expect going into this one. It does kind of have that so bad it's good feel to it, though it's clearly done deliberately and some parts of it are surprisingly well thought out. I like that it doesn't take itself too seriously, and I think that's why it works.

There are some interesting sequences and level design in this game. The puzzle are not terribly complex, but they're well executed, and I especially liked the rope and switches (which was also an interesting use of perspective). Although I found some areas difficult to navigate and the graphics, well, I'll get back to the graphics, it did at least avoid one of my pet peeves about RPG Maker games: big empty dungeons that exist for the sake of being dungeons. The environments have a surprising amount of variation and plenty of detail. The parallax objects in the foreground was a neat touch as well.

I do wish there was more interactivity, but it didn't really take away from the game. I only realized this when I started writing this review!

The combat was functional. I thought it was pretty good while I was playing the game, but after looking back on it post game I realized how repetitive and simplistic it is. What I liked was the slightly nonstandard mechanics for gaining MP, and all the little detail animations including enemies getting "tired" when their HP is worn down. What I realized post-game is that it's pretty much a spamfest and there's little strategy to choosing attacks versus certain enemies for instance. I think the combat would get boring if the game was longer or grindier, but in its current state it works.

I didn't find the lack of grinding or progression a hinderance given the relatively short length of the game.

The minigames were a great idea, and technically impressive in a "wow, they did x thing in y engine" way. On the other hand, I didn't find any of them very enjoyable. The fire ant thing was insanely frustrating and difficult because the motion isn't smooth and there aren't really any hitboxes per se. I think it took me about four tries to get through it. The minecart chase is just kind of lame. It kind of feels like just awkwardly walking down a long path. There isn't really any sense of inertia or motion.

I do appreciate that the game is forgiving overall, letting you redo failed segments with no penalty and not forcing you to redo too much. Although I personally liked it, I think the combat is going to be way too easy for a lot of players.

The graphics, audio, and overall presentation... is going to be divisive. For the record, I liked it, but I think it would be totally understandable to hate it. The visual style is hard to describe, but I think "90s multimedia project" is the most descriptive way of putting it. A mixture of MSPaint drawings and liberal use of photos as textures. Sprite and animation quality ranges from surprisingly good considering the constraints of the style to completely unrecognizable as anything.

The sound effects and music are pretty generic, but the voice acting is worth mentioning. It is one hundred percent so bad it's good. I'm pretty sure all the voices are actually one person, the accents range from a passable impression to bordering on racist caricature, and the tonal range is basically either completely flat or completely exaggerated. Those all sound like complaints, and objectively, they are, but the voice acting is seriously one of my favourite parts of the game because of the "flaws". Coupled with the absurdity, wacky humour, and overall jank, the bad voice acting absolutely seals the deal.

The story and especially the humour are really what carry this game. It is weird to say the least, and maybe not to everyone's tastes, but I enjoyed it immensely, and I was rolling with laughter the whole way through. I think this is where the game is either going to fly or fail; either you love the absurd humour, questionable production values, and overall jank, or you hate it.

It does feel like a random episode of a longer series, which I have somewhat mixed feelings about. That adds to the absurdity of the whole thing, but it also makes it feel lacking context at times.

Finally, a note on length. It's just about perfect. It's not horrendously long, but it's long enough to have some meat to it, and it's paced very well and rarely feels like it's rushed or dragging.

I love so-bad-it's-good jank. I love truly bizarre shit that occasionally comes out of game jams. I enjoyed this one a lot.

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Note: I played the initial version, or a version close to it.

I was worried about the difficulty of this game going in. The early videos usually ended in a game over, which given that the author of a game is usually pretty good at their game was a worrying sign. Skimming the comments also showed a few people found the game difficult. I did find the game too difficult, but not necessarily for the reasons I expected.

I have mixed feelings about the core gameplay loop. Mechanically, it's solid, and moving and shooting is tight and satisfying. I wasn't sure what the point of hovering was as the knives seemed to be above ground level and the ghosts seemed to take up the whole height. Carrying a girl weakens you severely, both slowing down your attack and movement, and that's something I'm still not sure about. It makes a lot of sense narratively and mechanically, but you can't outrun the ghosts while carrying or take them out quick enough to avoid being swarmed. Trying to drop the girl, defend, and then pick them up again was too complicated for me and might be pace-killing for others who can at least handle it.

There seems to be little or no bound on enemy spawning. I'd clear a room, come back, and it's full of knives again. I'd run past some ghosts, only to have them just keep spawning and end up swarmed by a dozen of them. I would have preferred more of a respite, being able to clear a room, breathe, and move on, but I think that's not going to be a universal opinion. I also would have preferred more of a difficulty ramp instead of having several enemy types thrown at me in the beginning at a pretty high rate, but again, I think that's going to be a bit divisive.

I can't comment on the boss fights as I didn't get that far. Yeah, I had that much trouble.

In other words, the game forces you to stand and fight (hey, isn't that one of the themes?) and I'm not sure if that's a good thing or a bad thing. The combat, while solid enough and not bad, wasn't enjoyable enough to make me want to engage in more of it rather than just survive and get through the level.

It really needs a map, or some sort of objective markers. It was hard to tell where I was and where I needed to go, and given how deadly the environment is, this is literally the difference between life and death. You can't really afford to explore because everything is trying to kill you.

With that out of the way, the visual design is fantastic. It's got a somewhat oldschool feel, but in a nice throwback indie game way rather than a "this is all we can manage sorry" way. The mix of normally lit environments with cel-shaded characters works great. Little touches like the animations in the dialogue and fancy main menu complete the impression.

The music is good, especially the main menu background music, but the sound design is a bit of a letdown otherwise. The dialogue skip sound is a baffling choice entirely, and the hit sound sounds like a door being slammed and there's something really weird with the positioning or stereo imaging of it. It's not horrendous by any means but it contrasts pretty sharply with the fantastic visual presentation.

I will also note that while I found the setting and premise fascinating, there's a lot that went over my head. In particular I have no idea why Song is throwing cards as an attack. To my entirely Western educated mind that seemed a complete non-sequitur.

Finally, I'll try my best to answer the specific questions you're looking for feedback on.

How do you feel about the 3d movement/shooting mechanic?

See my comments above. It's solid and well-implemented, but doesn't stand out on its own.

EDIT: After reading some other comments I realized this question refers to something completely different which I never really experienced ingame.

If you have to play procedurally generated chapters repeatly, do you feel if it's repeative?

I didn't actually realize this game was procedurally generated at first. I think it's fine but will eventually wear out its welcome.

If it's a local multiplayer game, do you think it's better to keep in one view and it should split to multiple view?

I think it would have to be multiple views. One view would be better for this type of game, but unless players are locked into a room or limited by some sort of tether they can separate across the map. That means zooming out really far to keep them both in view, which means they'll be almost impossible to see given the size of the maps.

What elements do you want to add in the game?

I could list a lot of things, but I think in the end I want a very different game from the original vision. In general I'd like it to be more forgiving, but I'm not sure if that's the right direction to take this game.

Overall I think this is pretty good game with a few minor flaws, mostly to do with the audio. I think the gameplay is going to be divisive, though, and it just wasn't to my tastes.

Thanks for playing!

I've been honestly surprised by how well the narrative has been received, and the diary section in particular. I was very worried that the story would fall flat or come off as overly narmy, and I was concerned that the diary would kill the pacing of the game. 

The tone and manner of speaking isn't really out of line with my own experiences. I guess I associate with extremely acerbic individuals. Note though that this is somewhat determined by player choices, directly and indirectly.

A lot of the shortcomings you describe touch on things that were meant to be, but were cut for time.

I originally wanted to have a boss battle at the end, but I had to cut it for scope reasons. I really didn't want to do this, but there was just no way I could squeeze it in within the time I had left. I hadn't even started planning it and was still on the "okay, how do I make this interesting" stage. I had some ideas I felt were maybe good, but it was already I think the third week and I had a pretty long list of other stuff to get done.

There are also a few ending variations that didn't make it. You would have had a few more options in the good ending, and depending on your positivity (basically karma) may have been able to force a certain outcome regardless of Sakura's choice (keeping this intentionally vague to avoid spoilers).

In short the ending really was rushed and all of the possible gameplay in it was left by the wayside.

I realized about three quarters of the way through the jam that there was really a dearth of combat sequences and that the combat sequences that did exist were pretty uninspired. By this point the levels were built, the story was locked down, and there was little I could do about it. I wasn't happy with this, but decided to just accept that this one will be a little lame and try to do better with Takagi. It didn't cross my mind to just remove it entirely, but thinking about how the game is put together I don't think it would have been practical at that point since most the sequences were already built.

Elaborating on that I'd kind of written myself into a corner with the setting in terms of having interesting enemies. The Shades (purple ghost guys) were meant to be the main enemies but I don't find them interesting at all. I wanted human enemies, but who they can be, how powerful they can be, how many I can have, and where I can put them is pretty heavily constrained by the mostly down-to-earth setting. For instance, if I'd made the handful of skinheads into a swarm, that would raise questions like "where did these guys come from" and "why don't our protagonists get arrested for 60 counts of murder".

Takagi has a way around it, and if Suckerpunch 3 (Big Team Heavies) ever comes to pass that won't really be an issue.

The shooting into the forest section was one of those ideas that you think is interesting when you come up with it but just didn't work out in practice. During playtesting I found it tedious enough that there's a specific console command to skip it, and most of the other folks who tried it just didn't get it. I think it could have been made interesting or replaced with something more interesting, but (are you seeing the pattern here?) it was too late at that point.

The magic key is in the README and help, unless I botched the default control map which is possible. There is no melee key. I had planned to do either a kick (yup, like Duke Nukem 3D) or a weapon bash (like Halo or any modern shooter), but- surprise!- didn't have time to do it. Unfortunately I left some confusing references to that in the game.

Despite all the stuff that didn't make it in, I'm pretty happy with the stuff that did and the overall result. While it still has shortcomings, it's an improvement over its predecessor in almost every area in the way a sequel should be. Story-wise, this game is really critical for setting up the rest of the series, and I was able to get all the important plot points in. I would definitely agree that the biggest shortcomings are the abrupt ending and sparse, uninspired combat.

As for the art, yeah, I know. I'm under no illusions of it being amazing; it ranges from utterly terrible to so bad it's good at best. Thing is, I am completely hopeless when it comes to bringing people onboard on my projects, and I gave up on the notion of actually having an artist a long time ago. I do have some options available to me, but I like drawing weird janky programmer art. With all that being said, while Takagi and Shattered 2 will retain this art style, I'm looking into doing something different for some other games next year.

The intro is a bit meta, but the concept of this game is actually pretty good.

I didn't realize there were abilities the first time I played this. I think the biggest flaw in this game is that the first round can go on forever if the RNG goes a certain way (I ended up restarting) and you never even see the abilities. It really should be scripted to go a certain way, or something. Until I read the other comments I'd kind of dismissed this game as barely even a game at all.

I do like that the game continues whether you win or lose, which makes sense given the context.

The art is really nice. I love the playing cards with magical girls on them, it's cute and charming and works perfectly for this game and this jam. The music is nice, but it did get annoying after a while, so it might be a good idea to change tracks between rounds.

I second the suggestion of having the girls' expressions change as they win or lose; that would be a cool addition.

Note: I played the initial version. There seems to be at least one post-submission update released now.

I don't think I've ever seen a tower defense game in Magical Girl Game Jam. It's cool to see a lot of different genres this time around!

Honestly, though, I couldn't help but be disappointed when I played the game. I was pretty hyped up by the backstory, description, and title, but the gameplay itself was a letdown.

There seems to be only one tower, and it's neither very effective nor satisfying to watch. It seems to only be able to attack enemies directly in front of it, with no ability to shoot past other towers and an extremely short range. Even then it only manages to get a shot off half the time, sometimes because it turns too slowly to track targets and sometimes for no apparent reason at all. It also does a terrible job of picking targets- even a simple "shoot at the thing that's farthest ahead and in range" logic would be better. On top of that, the animation is unsatisfying and the projectile is tiny and unimpressive.

Other than that it's very, very barebones. There's only one tower, as mentioned above, with no dialogue to preview and select other towers, no clicking on a tower to see available upgrades, no flavour text whatsoever, not even a count of remaining enemies. I think you mentioned you have a lot of updates planned, and in its current state it definitely has that feel of a game that was thrown together for a jam and submitted with a lot of features cut.

The graphics are solid enough, though some of them have too much of a mobile game feel for my tastes. The sound effects are just okay, but the music is well-chosen.

I feel almost like it should be considered a prototype than a finished game. I don't want to be too harsh, because it has potential, it has charm, heck even the backstory on the game page was a great little hook that got me excited for the game. But in its current state it's just not fun to play.

I think that needs to be the focus going forward: start by making the core gameplay fun. After that- and only after that- start expanding and filling in the missing pieces that make a fully featured tower defense game.

The sword gameplay is the focus here, so I'll start with that.

I really do like how attacks are physics/collision based. It looks good and feels great. The arcs showing where the sword will swing is super helpful (although one seems to be missing), and the way you may or may not hit depending on exactly where things are positioned keeps it interesting.

One major issue with combat is one that's been pointed out already: it's kinda hard to hit enemies, and way too easy to get too close to actually hit them with your sword. There seems to be a very narrow sweet spot in which your sword actually hits. It might be worth exaggerating the size of the colliders even if it's less physically correct*.

*fun fact: the sword in A Dream Of Valhalla has a reach of something like three metres

I also found dodging to be pretty awkward, and I'm not sure why. The movement controls aren't unconventional, enemy movement isn't unusual, yet dodging feels a lot worse in this game than it does in most of the others I've played.

There isn't really a counter to the arrow enemies at this point. Maybe if you had a shield that could block arrows, that would help.

A few other minor nitpicks: Damage text/callouts need to be bigger and bolder, because I can't tell who is being damaged or how badly. Movement speed should probably be slower when you have your sword out. A few times I took damage for no discernible reasons, maybe from the weapons of enemies that had already died.

With some minor tweaking it could be really good. Even as it stands, it's good enough to underpin a bigger game. It wouldn't be amazing, but it would be decent enough, especially if there was story or exploration or something else to carry that game.

It might be worth trying lock-on. I can't say if it would be better or not- it's enough of a departure that it would require another round of testing to see if it works.

It'd also be nice if selecting an attack unsheathed the sword automatically, but that's a pretty minor nitpick.

The visual style is somewhat inconsistent, but the little 3D island full of trees and rocks has a surprising amount of charm.  For a mechanics demo, it's more than fine. If the full game had graphics at the same level and style, it would be pretty decent. Once again, not stand-out amazing, but decent enough. The only major issue that really needs to be fixed is the excessive pop-in. Sometimes objects would change LOD dramatically only a few feet away, which was extremely distracting.

The audio is functional. The mixing is a bit weird and some effects are oddly chosen.

It has remappable controls, which is really nice, and a few other options as well. The menus and HUD are pretty minimalist, but already have some style to them, and once again are surprisingly impressive for a mechanics demo and would be just fine in a full game.

I think that sums up this game in general. As it stands, most of the elements would work fine as-is, and if expanded and/or refined a little, they would be pretty damn good.

At the same time, though, it is still just a mechanics demo. There's a target to hit, a little bit of physics to play with, a few enemies to kill, and that's it. There are no healing items so any damage you take is unrecoverable, and no real game-over, you just die and have to restart. And while you can explore the island, there's nothing there to find, so there's not much point in doing so. Finally, without magic implemented, it's not really a magical girl game.

That's kinda the difficulty with all the incomplete games in this jam, though. If you try to take them as more than they are, they don't measure up, but they shouldn't be expected to.

In any case, I'm looking forward to seeing what you come up with next!

Thanks for playing!

I had a lot of fun making the diary. The investigation part of the game is something that only really came together just before I started implementing it. I knew I wanted the park and farm sections but was stymied for a while on how to connect them.

Yeah, I kinda figured the explanation might come up later.

I'm referring to aiming left and right. When flying, Gabriella seems to be stuck facing the direction she was facing when taking off, but only sometimes. Maybe. I'm not sure exactly what's happening, but sometimes she was not facing the direction I was expecting her to.

This really feels like an SBIG Jam entry. And I mean that in the best possible way.

There are a lot of things in this game which I would normally have considered flaws, but because the game doesn't take itself seriously, they become at worst nonissues and sometimes even features. In particular the writing is all over the place, but since the game is meant to be silly and weird, it works.

I think the only thing I didn't really like was the ending, which fits the game thematically but isn't really my style. The audio design is surprisingly good, but the graphics are only passable- they work but they don't stand out.

I'm not sure how much replayability is here, either, as there's very little gameplay and I suspect many of the jokes won't work as well the second time around, but I don't think that's a major issue for a jam game.

Nonetheless, I was pretty much laughing the whole time and greatly enjoyed the whole experience from the title screen to the ending.

I'm slightly confused as to how Angelica and Gabriella relate; is Gabriella the subject of a book Angelica was reading? I was expecting this to be in the intro to the game but no explanation was given. Maybe it's later in the game, I didn't get that far.

I died at the first (tutorial?) boss. Unfortunately I can't play bullet hells to save my life.

I did notice some possible glitches. Sometimes I couldn't aim while in the air and sometimes it did seem to work, not sure what's going there. Some hits also seemed to pass through me.

Nonetheless in general this seems to be a really nice and polished entry. The art is fantastic, the music and sound works great with it, movement is responsive and mechanics seem to be well polished.

This is another unfinished entry, and I've said it before on how hard I find it to evaluate these. There are certainly some good ideas, but especially in this case there's a lot that's left unrealized.

There's no sound, no animation, and limited graphics in the visual novel sections. That severely limits the appeal of those sections; frankly I found them to be quite dry and boring. I'm not going to harp on this too much, because the game isn't finished and presumably those things would be added later to spice things up.

Having platforming sections sounds fun, but there's only a brief bit in the game right now and it's super rough. The only useful feedback I can give is that the control map ends up really weird on a US English QWERTY keyboard. It seems to be designed for AZERTY or something else.

The visual style is solid. I'm not sure if the backgrounds are actually unfinished drawings meant to be in the same style as the characters, but they work as is. Having line drawings as backgrounds and detailed, full-colour characters works to emphasize the latter.

The dialogue needs work, especially if those sections are going to be the emphasis of the game.

At the very least it needs copy editing; presumably due to being rushed it's rife with typos and inconsistencies. Lulu is explainable as a nickname for Lucienne, but then her name inexplicably changes to Wendy halfway through the game. There's also plenty of inconsistent capitalization, spelling errors, and at least one line of errant commas.

With that aside, the dialogue is clunky and often confusing. Part of this is definitely because of the issues above which make things harder to follow in general. I think the limited graphics and lack of animation or sound doesn't help either. But even with those out of the way, it's just not believable. Characters seem to do things for unknown reasons, they rarely react to new situations the way I'd expect someone to, and I'm still not sure how everything connects together.

The story at its heart is fine. It's not whiz-bang amazing, but it's a decent concept. It's how it is told that would really make it shine or fall flat. I think that's how I feel about this game in general- at its heart there's something there, but unfortunately there just wasn't time to get it all in line and make it shine.

I did really like the picture. I don't know if it's actually good from a technical/artist point of view, but it's big, bold, colourful, and visually appealing.

The choices of music were good, and I couldn't really tell what was stock and what wasn't, so that's all good.

I kind of guessed that there was a timeskip involved and the two parts with the cat were supposed to be tied together, but it's not really clear. We need a better indication of how long the timeskip was and what happened in the meantime. Clearly there was some major cataclysmic event that we missed, but there's no indication of what that was, we just skip to the magical cat girl being exhibited as a curiosity for reasons that are not given. I think that scene really threw me; 

I think interleaving the Argetrai scenes was a mistake and they should have been grouped together, though this is somewhat subjective. In order to tie it into the rest of the story, it needs to be made clearer that this is some other dimension that slammed into the main one, or at the very least that this possibility exists, around the time it is introduced and not in an infodump later.

On that note there is certainly a risk of making the prologue too long and infodump-y. Arguably it's already at that point. A more crazy suggestion: do we really need to know the story of Argetrai right away, or can this come later? It might be better, it might be worse, but it's worth thinking about.

I should mention I briefly thought this was the idyllic kingdom we were just in, but I did figure out that it was something else entirely fairly quickly. This might be more of an issue for other players. I'd wait for more feedback on this one.

I would definitely prefer a road to a dungeon. I much prefer environments that are supposed to be something that serves a practical purpose. I think others who are more into dungeon crawls might disagree with me on this, though.

To be honest I'd just chalk up blurry tutorials to RPG Maker weirdness and leave it at that.

Are you planning to change up the combat mid-game? I'd recommend against that for a few reasons. One, it's really going to throw the player that combat is suddenly different, and they're going to ask why it does that. Two, the beginning of a game is very important for getting players hooked, and you want to put your best foot forward here.

Ah, glitches, the bane of every game jam game.

A tutorial would help, but ultimately it's a bandaid solution. In general better, clearer indicators of what things do and what can be done at any given point in time is what is needed. I think you're on the right track, and I think there have been suggestions from other folks in this area as well.

For better or for worse, this game is a lot of great ideas that just don't quite work, at least not in their current form.

The game started off really strong. It's got an intro explaining the premise and setting things up. In a jam game, that deserves props for just having it! It's got detailed environments and lots of animation, too, which really helps sell the whole thing.

Minor nitpick: the menu would look better without the screenshot of the game in the background. You've got that wonderful graphic of the title character, emphasize it!

The RPG Maker stock graphics and music are whatever, value-neutral at best, but they're used pretty well here, and with some of the effects make for some scenes with a surprising amount of audio and visual appeal. Of particular note are the initial market scene and the transformation sequence.

At the end of the prologue I was left with more questions than answers, though. I was following along with the idyllic village that gets attacked and the magical cat getting transformed, but then it jumped to a completely different place, talking about some empire and a bunch of rebels (by the way who are the good guys here?). Then we're back to the cat, but in what seems to be a completely different context. Then back to the empire and the rebels and some guy who I think is supposed to have some significance but I don't know. I'm still not sure what the catgirl was doing on the roof or how "watch a meteor shower" went to "fighting monsters in another dimension".

It almost feels at times like the intros to three vaguely related games were mashed together. I get that they all tie into each other, but I don't understand how, and they don't flow smoothly when put together either.

The prologue is also really, really long. I would have liked to have meaningful gameplay a lot earlier. With that being said, this would be much less of an issue with the full-length game as the intro would then be shorter relative to the rest of the game.

Once we got into the game, well... I don't want to say things went downhill fast. I'm a fan of hyperbole, but that's excessively negative, even for me. But a lot of the aspects that were very strong in the intro were not as strong here.

The dungeon feels really generic. Rock textures, random layout, a handful of stock props scattered around randomly. It really has that feel of a dungeon for a sake of a dungeon. It doesn't help that due to the aforementioned issues I'm not exactly sure what that place is supposed to be or why we're here.

The tutorial images were blurry. This is probably an RPG Maker limitation, and I'm not sure if it's something someone without a Retina or 4K monitor would notice.

Lampshading what seems to be a technical limitation as a game mechanic is funny for a bit, but it doesn't make said technical limitation disappear.

There's an extremely heavy emphasis on combat, which makes sense given the themes of the jam, but that means the game basically lives or dies by its combat, and the combat isn't quite good enough to carry the game.

Having a real-time, overworld battle system in RPG Maker at all is impressive in a "I can't believe you accomplished x in y" way, and I applaud that. On the other hand, it's super janky, and doesn't play all that well. Neither movement nor attacks are very responsive. In particular, it seems you have to wait for certain animations to play, during which you have no control. The control layout is kinda awkward, and I kept going in and out of aim mode by accident. Finally, having to stop to shoot sucks.

While not a technical issue, I'm not a fan of how bullet-spongey the enemies are.

In the first combat section, I kept defeating the enemies, and they kept getting back up. Eventually after defeating one of them again, they all died and there was a cutscene. I have no idea what happened here, if it was a glitch or intentional, or why.

The second enemy swarm was a bit ridiculous. I would have struggled with the sheer number of enemies in any game, and the clunky controls and general awkwardness turned it into a frustrating mess here. I ended up backed into a corner, got swarmed, and died.

If the combat could be tightened up and some of the gameplay issues solved, I think it could make for a really fun game. If that's not possible, it would probably be best to rebalance things so combat is shorter and easier, and maybe deemphasize combat in favour of other aspects as well. The narrative, too, is messy as it stands but could be cleaned up with some fairly minor rewriting.

Thanks for playing!

The narrative worked out better than I though it would, although it's also the part of the game that was conceived first.

Thanks for playing!

A lot of puzzle games this time, which I wasn't expecting. I like puzzle games but I am terrible at them.

I love the intro and the pixel art in it, though the delays should probably be shortened a bit. I skipped past it the first time because nothing seemed to be happening.

The ingame tutorials are a nice touch, but the instructions are somewhat unclear. I didn't realize that allowing water to touch a gem would recharge you in addition to purifying the water. The format also has the disadvantage that you can't go back and reread what you may have missed.

I didn't finish the game; I couldn't get past the water puzzle with two gems in the room with very low water and a third gem several blocks away. I though it would be easy- place block, jump on block to get gems- but I found I couldn't jump on the block. Not sure if it's a glitch or not. I was almost able to beat this by manipulating water levels but couldn't quite figure out how to make it work.

I love the use of water for puzzles, but I second that the water really needs an animation, and sometimes water levels change in a way that seems unintuitive based on your actions. I also agree that the game shouldn't allow you to waste charges at all.

The platforming controls are just okay, but I realized quickly that this isn't a game that lives or dies by it. As far as I can tell there are no sections where you need to be quick and precise to not die horribly.

This game is definitely hitting that length where the lack of quality of life features hurts it. I really wish I could stop and come back to it, but there is no save or level select of any kind.

Overall it's a charming and fun little game.

I'll open this with a disclaimer that I suck at puzzle games.

I really like the concept of this game. Match gems to use powers, it's neat and different and magical as heck. The intro is fantastic, the pixel art is nice, and the music and sound goes great with it.

I found this game really obtuse, to be honest, and the first round is so fast-paced that you don't really have time to figure it out before you died for some reason which greatly exacerbates the issue.

On my fourth try, after re-reading the instructions twice, I managed to figure it out. I still didn't get very far, because again, I suck at puzzle games.

There were a few mental blocks I had to overcome to get to that point:

1) It's not clear what each symbol does.

There's only a vague correlation between the appearance of each symbol and it's effect. It would break the gem theme a bit, but it would be much more obvious with more explicit symbols. I thought maybe it should show an animation when you match a symbol showing what it does, but see item 3 below.

2) It's not clear where matches happen.

I had assumed that only symbols lined up in the box on the right would be matched. But then I saw symbols inexplicably disappearing and the match sound playing. After a round or two I realized that a match anywhere in the ring counted. I then wondered what the heck the box outline was for. More explicit animations or graphics might help but I don't have any specific suggestion here.

3) It's not clear that you have to use your powers once you have matched symbols.

I assumed this game was broken for a good ten minutes. I kept matching the red symbol to do damage, but no damage was being done. I chalked it up to a glitch. Tried it again. Tried a different game mode. Restarted the game. Finally re-read the instructions and realize that you need to trigger the action with the spacebar. I thought the number in the middle was some kind of score indicator. Maybe this could be addressed with a stronger indication of hey, you need to take an action here.

There's one that I never figured out, but realized after reading the comments:

4) It's not clear that you can swap symbols between rings.

See number 2 and my false assumption. I'm not sure if you want this, to be honest. The game is already way complicated for its fast pace IMO, but once again, I'm not good at puzzle games so maybe it's just overloading my useless brain.

The other thing is I'd really like to see animations for the rings spinning. It's not a mental block thing per se, but sometimes it felt like things were just happening and there wasn't any illusion of motion.

Although I found it too complicated for me, I think it's a decent game once you get to the point of understanding how it works. Unfortunately, the game really doesn't help you get there as it stands.

It's always hard to rate and evaluate unfinished games. There's a lot here, but there's also a lot missing.

Graphically, this is super nice. The strong depth-of-field works really well here, the visuals are consistent, and everything has that feel of miniatures on a tabletop.

I found the gameplay extremely confusing as it stands, and the fact that some features aren't implemented or are partially implemented didn't help. In all fairness, I only skimmed the instructions and re-read them after I played, and they did clear some of it up. Still, I would have preferred more guidance in game.

I'm still not sure if Flux is the blue diamond symbol or not. The number of blue diamonds on the cards often don't match the Flux mentioned in the text description when both are present.

I had no idea how the new cards thing worked at all. Sometimes I clicked it and it didn't seem to do anything.

Having a hand of cards feels pointless if all cards must be played anyway, and though the animation is really cool the first time having to go to your hand every turn really slows down the game. It might have been better to just present the dealt cards at the beginning of the turn.

I think this game was supposed to be multiplayer or have AI? Playing it alone isn't really fun. Most turns are just moving across the board with very little to break it up. I can see this being a lot more fun as a competition between players.

I am impressed by how much flavour (if you will) the game already has. Even with just their visual designs, each character feels distinct. The cards have fun, creative names and interesting flavour text. The camera pans and zooms around, the characters hop like pieces, and enemies go flying off the board when they die.

Overall there's a lot of potential here but it's really rough in its current form. Are there plans to finish it in the future?

Thanks for playing!

Overall presentation is definitely more geared toward "PCMR type who will twiddle with all the settings" with a dash of "mid-2000s freeware". This is deliberate on my part because I don't know how to do anything else.

I'm kinda surprised you were able to get 144FPS; my games tend to be shoddily coded and I really only target "60FPS on a good computer". Then again, I avoided having big swarms of monsters this time, which is usually what tanks performance on the CPU side.

The narrative turned out a lot better than expected. I've had the broad story beats in mind for a while now, but I wrote the dialogue by the seat of my pants and made some pretty late changes to the specifics of the story.

I wish I could have had more combat sections, but I ran into two issues. One was fitting it into the plot and setting: murdering 50 people will get you arrested, even in Surrey. The other was simply time. I really, really wanted to have a boss battle, but I realized that wasn't realistic in the time I had left and had to cut it. With that being said, I'm glad the combat that was in the game worked well.

I love detailed worlds. It's time-consuming, but even with a rough visual style having all those bits and pieces just makes it feel a lot more real and alive. One of my favourite old games is Duke Nukem 3D, which did this sort of things with its levels and contrasted dramatically with a lot of other games of the era.

The problem is that I really like drawing despite being terrible at it. In all seriousness, I'm well aware that the programmer art style is divisive at best. I personally like it enough that I'm not willing to abandon it, but I am planning to branch out a bit and not do every game in that style.

I'm hoping to get one more game in this series by the end of the year, a Christmas special. After that I have tentative plans for a few more, but who knows if or when they'll happen.

The Phantom Menace makes me think of Star Wars Episode I. Which came out over 20 years ago. Now I feel old.

The concept of being able to transform with different attacks effective against different enemies is a solid one. I'm not sure having melee and ranged forms is necessary; it might be better to just have normal and phantom form effective against different enemies.

I do like that the story is presented in game and the writing is fairly competent.

With the disclaimer that I'm at best ambivalent toward pixel art out of the way, I think there are some good pieces here but a few issues with the presentation that really hurt the aesthetic. The biggest is that scaling isn't consistent, so some graphics have huge pixels (like the UI, which is horrendously stretched) and others have much smaller pixels (such as Sakura herself). There are also some visual artifacts (Sakura appears to have a border or fringe) and possible compression issues (avoid DXT1/DXT5 like the plague for pixel art, BC7 is better but still can butcher things). Even if the assets themselves don't change at all, fixing these issues would make the game look dramatically better.

I don't know if I was missing something or just suck at this kind of game, but I found it ridiculously difficult and didn't make it past the third enemy. I'd expected these enemies to be mooks that would die quickly, but they took tons of hits to kill and I'd lose a big chunk of health in the process. I found combat to be clunky in general, and the seeming lack of effectiveness of my attacks didn't help.

The main menu music is super nice though.

I like the premise and art style here. Having each level in a different setting with different tiles, background, NPCs, and monsters makes the game feel big and varied. The pixel art in use is simple, but visually appealing and consistent.

The controls don't quite work. I'd expect a game like this to be set up to allow one hand on movement and one hand for other controls, no matter what the specific controls are. Unfortunately there was no way I could arrange my hands to make that happen. I ended up using WASD with my pinky on Shift and my other hand tapping ?.

Repeatedly tapping Shift also triggers StickyKeys on Windows, but you'd be well within your rights to blame that one on Microsoft.

The audio style is not my thing, and I found it kind of grating at times, but I think it does okay at what it's supposed to be. I would really like to have music.

Unfortunately, the core gameplay just isn't compelling as it stands. The first level is okay, but the second level is frankly tedious. It's way too long a journey to repeat, especially since you can lose the clam, and clearing the birds is a chore. There needs to be something added to make these journeys more interesting. I don't have an answer for what that is.

I always find it difficult to rate prototypes and unfinished games. On one hand, it hardly feels fair to judge it by the standards of a complete game. On the other hand, there is only one rating scale for every game in the jam.

In addition to simply being incomplete, there are a few bugs. It's sometimes possible to jump and punch (which is critical to attack some enemies), but sometimes it doesn't work. Run seems to stay stuck on in some cases as well.

I think the best course of action would be to focus on making that second level really fun and interesting, then knocking out some of the bugs, and then applying all the lessons learned to future levels to round out the game.

I've already left quite a bit of feedback in the Discord but for the record I'll repeat some of it here. This is oddly both a very polished and very rough game; I think this reflects the fact that the creator had to pull out and submit what they had a week or two before the end of the jam. Some things were done, some things were not. Sometimes life happens.

With that out of the way, this game does have the fundamentals down. The environment design is nearly complete and it looks great. It has solid movement, mostly solid combat, inventory and skills. There are puzzles and traps and most of the ones I encountered work.

I was pretty baffled as to why I was playing a muscular cat-person and fighting random RPG enemies in what was supposed to be a magical girl game. The flavour text on the game page clears it up, but if there was to be story in the game itself it didn't make it in.

I found the battles a bit clunky, though it's definitely just something that requires tweaking a few values rather than any sort of major redesign. I also found the UI confusing, partially because it's not quite complete, but the instructions do mostly clear that up as well.

I think the one major omission is any sort of map; it's easy to get lost in rooms that all look mostly the same. On my third playthrough I stumbled across the boss (not implemented) very quickly, though.

Overall it's not a finished game, but still worth giving a try, and I'd really like to see it completed!

I kind of used the browser restrictions as a starting point; right away I realized there are certain things that can only be done on response to user input, and that I could finagle my way around that with a game mechanic that forces players to click repeatedly. I figured pumping out some sort of watercraft was an obvious direction, which is where that core mechanic came from. I'm not sure what led me to u-boats specifically, but Silent Hunter III is one of my favourite niche old games so maybe that's part of it.

I think you mentioned that you looked at the code I was using? If it looks a little weird, that's because most of it was written in TypeScript and compiled into Javascript.

Ear Destruction is a rating category 😉

Hmm, it didn't work for me. I might be doing it wrong, or it could be an issue with my browser.

Thanks for playing!

I'm kind of curious about the blocked popups in your game. Was it an intended feature that didn't work in practice?

Note: I don't actually speak German, I just abuse Google Translate a lot.

Thanks for playing!

It was meant to be brutal on browsers but seems to be even worse than I experienced in testing for some users.

I sat through a very lengthy intro, fought with the controls, then almost immediately died without even so much as seeing a key.

I think what's brilliant about this one is that it maintains a promising appearance for at least a little while before utterly crushing the player with disappointment.

This thing is truly bizarre, and pretty awful to play. There's a game in there, I think, but it's covered pretty thoroughly by jank, awfulness, and utter weirdness. I was still trying to make heads or tails of the premise when I was given what I think was a game over screen.