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A jam submission

Same Star (unfinished)View game page

Submitted by AJuneBug (@LoneJuneBug) — 15 hours, 10 minutes before the deadline
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Same Star (unfinished)'s itch.io page

Results

CriteriaRankScore*Raw Score
Magical Girl Design#83.8584.167
Engagement/Fun#113.3953.667
Overall#133.0863.333
Originality/Creativity#133.0863.333
Overall#133.1793.433
Graphics, Audio, and Polish#152.4692.667

Ranked from 6 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?
You play as a girl that needs to transform into a magical girl to purify the dark magic.

Which theme(s) do you pick?
16. [Hidden] [Star] in Four Seasons
17. Wily [Beast] and Weakest Creatures

How does your game fit the themes above?
The dark magic that is needed to be purified is [Hidden] until you transform.
The main character is based of [Star]s and needs to collect them for power.
The main character needs help from her [Beast] (shark) mascot to get magic to transform. Enemies are also beasts (orcas).

Are all your graphics assets made by yourself during the duration of the jam?

No

they were created from before the jam or purchased

Are all your audio assets made by yourself during the duration of the jam?

My game has no audio

Comments/Suggestions about the jam
I didn't see an option for some previously used graphics assets. I made most of them during the jam period but I reused UI graphics and some icons from my previous jam.

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Comments

Submitted

This is a good start to a potentially great game! Pac-Man was one of the first video games I ever played and understood, so it warms my heart to see someone trying to mix up the old formula.

Here are 2 ways I think you could further develop this game: 1) turn it into a story-based game, with a campaign that rests on the mechanics presented in this demo; 2) an intense action-packed arcade-style game. With 1, you would want to have story interludes between each level that sets the stage for the gameplay. you would then present the player with unique objectives for each level and let the player figure it out. With this method, you would need to tweak each level so there is some new wrinkle on the core gameplay that poses a unique challenge, such as avoiding the orcas entirely for a while or transforming a certain number of times. With 2, you would want to make the maps (at least the initial ones) smaller and introduce each gameplay mechanic slowly. You could have a tutorial section before each level for the first few levels to show how each mechanic works and then give the player a map that emphasizes using just those mechanics. As levels progress, more and more mechanics are layered on until the full experience is in play, and then it's just a matter of making variations on the maps. Of course, these are just the things I came up with as I'm playing and may not be your ultimate vision. If you don't do either of them, I might just have to make them myself because you've inspired me! 😄

Now for the critical analysis: I do not like the control the way it's set up right now. Having to maneuver my pinky on the shift key while my other fingers are occupied with moving was not pleasant, especially when I have a whole other hand to utilize. I highly recommend implementing an input customization option if you can. I do appreciate that the controls were explained on the game's page and that it's not too complicated.

The maps are very same-y. I'd like to see not only different tile sets, but there should also be some distinguishing features that make each map unique. Maybe instead of having the cannon balls crashing down on every map, make that a feature of just one of the maps. On another map, have a different unique mechanic, like pressing a combination of buttons obliterates all whales in the area.

I enjoyed the dash and transformation mechanics. The dash is intuitive and has a good area of effect, and the transformation feels like a true upgrade. The current objective of purifying all of the tendrils while transformed feels a bit overwhelming, but that could just be due to the current state of the game. It would be better if the initial maps were smaller to give the player a better chance of getting the idea and feeling accomplished.

I enjoyed this game overall even in its current state. I hope you continue to develop this game whether you take my advice or not because it's a good start!

Developer

Thanks for the feedback! You have a lot of good ideas and insights that would come in handy if I decide to continue developing this game.

(+1)

Solid game feel to the dash though maybe the freeze frame for defeating an enemy is a bit too excessive. Certainly a fun enough gameplay loop. With some polish and more gameplay variety (Perhaps more types of enemies with unique behaviors and ways to sneak behind and defeat them) it would be an excellent arcade style romp.

(+1)

Bomber-Pac-Man? I was into it! It got pretty chaotic and that kind of thing just slaps a big smile on my face in arcade style games. There was no sound or music though, so it  took a LOT from the experience. I'd have loved some audio here. Still, this is the kind of game that I can play for ages!

Submitted

Once I read the instructions better and realized it was like pacman, it was pretty fun! Adding some sound would probably really bring it up to the next level! The zooming, explosions, pick ups, etc would all be much more satisfying with more feedback.

I think this is a great start, nice work!

Submitted(+1)

It's unfinished, but I think you're pretty close here. It needs menus and sounds but the core gameplay is working and working pretty well.

I like the character design and the sprites, although I'm slightly disappointed it's not the blue Ikea shark. It really, really needs sound, though. The visual effects are good but without the punchy booms to go with them it just doesn't have the same impact.

The gameplay reminds me of Pac-Man for sure, but also with a little bit of Bomberman. I found it too intense and too complex for me, but it definitely has that arcade feel FacemeltingSolos mentioned. I can handle a game where you jump around on a shark, or a game where you collect pellets, or a game where you dodge artillery, but not all at once. I think some people will have a lot of fun with this, though.

Any plans to continue with this?

Developer

Thanks for playing! I'm also a fan of the IKEA shark but I thought a yellow shark would be more magical :). I might continue with it, but I feel like there is something key missing with the gameplay, but I'm not sure what it is. I did have some fun when I only had artillery spawn, so maybe there's an enemy balance I can work with.

Submitted(+1)

To me it just felt too complex, like there were too many mechanics. I do agree though that it didn't really "click" as it is. It might be worth iterating on this some more and swapping things in and out to see if you can figure out some really solid gameplay.

(+1)

The idea of riding on killer whales is really cute. Game got challenging really quickly. Reminds me of old-school arcade games in that respect. I got wrecked as soon as the purple orbs started showing up, haha!

Developer

Thanks for playing! I really like the mix of aquatic animals and magic.