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Song Of Morus - Limbo Express - Braid Girl Episode's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay Polish | #17 | 3.250 | 3.250 |
Engagement/Fun | #18 | 3.625 | 3.625 |
Aesthetics | #30 | 3.625 | 3.625 |
Overall | #36 | 3.071 | 3.071 |
Originality/Creativity | #37 | 3.125 | 3.125 |
Audio | #41 | 2.750 | 2.750 |
Magical Girl Concept | #43 | 2.875 | 2.875 |
Theme Interpretation | #58 | 2.250 | 2.250 |
Ranked from 8 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?
Protagonist Song is a taoist priestess who has mastered oriental sorcery aka magic. In this game, she can do spider-walk and shoot fulu paper spelland help the deity of death to escort ghosts and captured demons.
Which theme(s) do you pick?
Recollect Lines & Grievous Lady
How does your game fit those theme(s)?
line-based bullet patterns with one of them moving forward and backward , Antagonist is a ghost died of painful accident (real local urban legend)
If you follow any of the optional challenges, elaborate as you like.
Pana-sonic: joss paper washing machine is one of the offering the player is escorting
Were the assets for your game made during the jam? Elaborate as you see fit.
The whole Braid Girl game level is done for this game jam, you can read the game page for more detail
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Comments
Love this game.
Took me some time to get used to the movement + attacking.
The escort mission I was able to get it one try.
Took me sooo long to defeat the braid girl especially the 3rd and 4th phase.
Getting into the train was a bit unpredictable, so I gave up on entering the train. (I don't know if that was a game problem or just my device lagging)
Thanks for playing.
The braid girl is newly created so it's not balanced quite well. And for the door, right now, you need to directly aim at it to get inside. It doesn't feel right sometime so in next update I will change it to just standing on it.
This game is really chaotic and I love it! And how you defeated the second boss caught me off guard. Love the humor!
On the not so bright side, I think I got a slight motion sickness after playing this game. Well, I do enter the train more than necessary because it looks cool.
Thanks for playing my game. My idea is to push the motion sickness just right, so that player feels the satisfaction of overcaming an hyperdimension bullet hell fight. I hope it's just right
As expected, another solid addition to Song of Morus, this time more of a DLC than a new game. (As you've noted!)
The new enemy is good, with a nice variety of attack pattern phases. Those line attacks have to be some of the hardest to judge distance/position yet... not sure why, but they really threw me off! That said, I did manage to win in normal more, so I don't think there's anything unfair about them. My least favorite phase was the "star burst" attacks... not sure why, but I had a super hard time targeting the girl while also dodging. The final phase was the easier somehow... I blasted through that one in no time at all.
Overall I still think this is a really cool concept! I haven't quite mastered the controls, but I'm getting better with each update hehe. Nice work!
PS: "I'm too busy to care..." - Anitya. Damn, that's COLD Anitya...
Thanks for my game again and again. I will keep developing so you may see this game again.
The line attacks is specifically designed to match game jam theme "recollect lines". So it's experimental and I am still figureing out how to make it work in a 3d game mechanic. So far in my own playtest, I sometimes can clearly feel the movement and dodge it in a close distance. But sometimes I just feel a mess. A lot of part is still buggy and non-balanced. the "start burst" attack is one of it. The final phase has a problem that player can just ignore the braid tentacle and just pass the game by constantly shooting the boss.
I will improve it in the future.
Overall a very unique and original concept with a rather abstract style of gameplay.
Now before I get into my feedback on the game. As this game is expanded on from a prior jam submission rather than being an original submission; I have rated it to a higher level of scrutiny than I would the other entries. Overall the game does deserve its praise, however as I do my best to be fair, it is only fair to factor in the longer development time when scoring.
First off, the idea of being bound to a train both as your combat arena but also a way to avoid certain attacks is ingenious. However, from the levels I played the only times I needed to hop inside was when I felt overwhelmed by attacks and needed a short break. It'd be interesting if there were more engaging reasons to hop inside in-between dealing with the main adversary. Perhaps in some missions there could be timed bombs on the inside that need to be periodically 'defused' so you can't spend too much time outside, you could even have certain attacks come in through the windows to make this harder.
As for gameplay, whilst it does feel very polished, due the whole limitation of being locked to 3 sides of the train it can be difficult to maintain a lock on the enemy whilst avoiding attacks, especially when they go underneath. In addition some of the attacks were hard to judge their distance from the train and I would often just walk into them by accident. Ok on second check, the lasers do turn white when near you, and knowing that does make things easier to judge however maybe try a different colour as the white/pale blue beams blend into the framework of the train which actually makes them harder to see at times.
As a small suggestion, a defensive ability like a shield or something similar would go a long way to improving engagement outside of just hold left click on the enemy whilst dodging; even if it then needs time to recharge. You could even go a step further and have certain projectiles which can be deflected back at the enemy.
Lastly, the stormy level (the red card) needs a look over in regards to optimisation as that level caused my old but reliable gaming laptop to drop into unplayable frame rates despite the game running butter smooth on every other level. Ultimately I had to skip this level.
Nit-picking aside, the game is well made and fun to play. With few tweaks here and there to refine and polish the experience, and you could have a rare gem.
Also just had to ask, but what is the purpose of the coins under your health? They are positioned in a way that makes them seem important but I couldn't figure out how or why.
thanks for detailed feedback. It’s really helpful. The game mechanics is rare so there is lots of things to path find. I will improve my game based on some of your opinions.
for the cloudy level, it’s using a raymarching shader for the dynamic cloud, that’s why it’s slow. I will see if there is any alternative solution for this effect.
For the coins, they are representing the train’s health/orientation, and the player’s position. But it’s quite difficult to see, so I need to redesign it someday.
Is it possible to play with direction keys instead of WASD? I'm left-handed.
Also, I find this bug with the protagonist model.
The game is very complete, but the controls are a little difficult.
Ah this problem was reported several times but I can’t recreate it nor fix it.
Declaration
Song of Morus is my long-term personal project for prototyping and experimenting. And I usually use game jams to boost my productivity and motivation. This submission is not developed from sketch during this game jam, but expanded from an existing game project. Please only rate based on the mentioned content.
If you still feel it's unfair, it's okay to adjust your rating on the game, but please note me in comment. Also a detailed feedback would be appreciated as I would like to continue the development.