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A jam submission

A Fallen Angels ParadoxView game page

You're Malory, living in the City of Progress as a citizen by day, and fighting as a magical girl by night.
Submitted by Omniarchivist — 2 minutes, 54 seconds before the deadline
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A Fallen Angels Paradox's itch.io page

Results

CriteriaRankScore*Raw Score
Engagement/Fun#492.4003.667
Magical Girl Concept#641.7462.667
Originality/Creativity#661.9643.000
Theme Interpretation#681.5282.333
Audio#690.8731.333
Overall#701.4652.238
Gameplay Polish#710.8731.333
Aesthetics#710.8731.333

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the Magical Girl genre?
Malory is the main magical girl attending the Elements Academy, wielding the power of fire, she can shoot fireballs, flamethrower streams, and fire novas, in addition to being able to fly.

Which theme(s) do you pick?
Freedom Dive, Pandora Paradoxxx, and Re:Unknown X

How does your game fit those theme(s)?
The main character Malory is a clone of a girl called Mal. Mal was grown in a place called memitim labs for organ harvesting, but after a humanitarian law was passed, Mal and all of her clones were set free, and became citizens like everyone else. Malory, the main character who is one of these clones, is granted powers by a mysterious man named Frankie after plunging off a cliff by accident. There are thousands of Mal clones roaming the world, and Malory is stuck in a time loop created by Frankie until she destroys the person she was cloned from.

If you follow any of the optional challenges, elaborate as you like.
I wanted to, but didnt have time.

Were the assets for your game made during the jam? Elaborate as you see fit.
Character assets, code, dialogue, and level design were done by me, either from scratch or using a tool like Vroid studio to design them. I used the Character Interaction, Character Skill, and Horror Engine templates for creating the base of my game, and expanded upon it with my own code. I plan on releasing a video going over how each step of the process was done, and what needed to be made from scratch for the sake of transparency.

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Comments

Submitted(+1)

Making a game with realistic animations to feel good and control well is incredibly hard even for AAA studios, so I can only applaud your courage to try exploring that kind of style.

While I see a lot of effort you've put into it, the game felt like a bunch of unrelated scenes from other random games stitched together.

The battle system is a bit overcomplicated for the situations. Having Fly and Shoot abilities would be more than enough (and I can't imagine how would I use the normal kick). The final fight was fun thanks to the shotgun that is much stronger than any magic (Madoka reference?).

The realistic light does not work well with such a multi-step cell-shading filter, which makes it harder to appreciate the character design and object details.

I hope you've learned a lot while building this game!

Developer(+1)

Thanks for the comment!

I actually had an issue with my level streaming that led me to literally dissect the game into 3 unrelated scenes beings stitched together lol.

There are supposed to be 2 overworld maps you can free roam that have quests and a more cohesive storyline. The house scene takes place in the Austaria overworld, and the school/restaurant scene are two of 30 buildings in the City of Progress overworld, but due to a packaging issue I wasn't able to load the whole map.

With the deadline being a day away I ended up using a few small pieces of the game that worked by themselves and posted it the way it is hoping I could spend these next few weeks figuring out the packaging issue and revising it.

I figured people would notice pretty quickly that the dialogue and scenes seemed off. The reason was, I had to rewrite some of the dialogue or simply use dialogue from other scenes because the dialogue I had originally planned was related to prior quests and encounters that occurred earlier in the game, that could no longer be included in the current packaged version.

If you're interested in checking it out, I finished troubleshooting the issue with the Austaria overworld and will be updating it to include it in the next few days. I'm hoping in the next week and a half to have the city of progress finished, in which case the story and dialogue should make more sense.