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A jam submission

MAGICALView game page

Get to the end and help this Girl get out of her head!
Submitted by K1reus — 16 hours, 27 minutes before the deadline
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MAGICAL's itch.io page

Results

CriteriaRankScore*Raw Score
Magical Girl Design#142.8374.333
Graphics, Audio, and Polish#142.6194.000
Originality/Creativity#143.0554.667
Engagement/Fun#152.6194.000
Overall#152.6194.000
Overall#152.7504.200

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?
Ye, The protagonist is a Magical Girl

Which theme(s) do you pick?
13. [Desires]

How does your game fit the themes above?
The enemies are representations of the Protagonist desires and she wants to know what her "true desire" is.

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

Yes

all of it were made during the jam period

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

No

they were created from before the jam or purchased

Comments/Suggestions about the jam
Had a lot of fun doing the enemies and illustrations!

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Comments

Submitted

This game is surprisingly expansive and creative. There are some points that could be polished better that keep it from being a home run, but overall it's a good game.

My biggest problem with the game is the writing. The grammar issues really mess with the message the game is trying to convey. The writing in general could use some refining, too. Like in the beginning, why does Mira suddenly vomit? It comes out of nowhere. Likewise, it's not clear what happened to Mira's sister. I don't want to go into too many spoilers, but there are several times in this game where things just seem to happen without proper explanation, and although this is a dream world, it still comes off as incoherent.

I did like the custom art (especially in the very customized main menu), and the battle system is unique. The deliberately crazy maps, complete with scrolling backgrounds, really bring out the sense that this is a dream. My one complaint would be the transition points between rooms: Many early maps have tiles that indicate a transfer to the next room, but only one of those tiles actually work. Also, I get that this is a dream, but some of the transitions are so disorienting that I thought my character had turned invisible a couple of times. For example, on one of the maps, we're going up and transfer at the top of the map. On the next map, we're on the far-right side of the map facing left. The lack of consistency makes it confusing. The battle system with the expressions is interesting. The scrolling backgrounds are a bit much; I'd just go with a static background, but it's definitely not your run-of-the-mill battle system. You managed to add just enough variety so just after the battles get grindy, something new happens and keeps me interested. Also, the battles aren't too long or too hard, and even have some story elements occasionally. It's hard to get a front-view battle system to work well, and although I don't think it's perfect, it's good!

I ultimately did enjoy this game. If you keep developing this game, I would recommend really refining the story, especially the grammar. Good job!

Developer

Thanks a lot of the feedback! Yes! Gotta focus on those things (especially the grammar) for the future ><

Also, really happy that you enjoyed it! I have been thinking of remaking the game with more time to polish and rework the overall story and put more care in the maps and ambientation too! And your feedback helps a lot! 

Thanks for finishing the game too! ;^

Submitted(+1)

You're welcome! I hope you are able to further refine this into a great game!

(1 edit) (+1)

I thoroughly enjoyed my experience here. The highlights were definitely the surreal story setpieces. The attention to detail was very good, even in the text boxes -- you were able to deliver strong emotion through each unique event. I'm biased towards dark elements in stories, so the bleak tone is right up my wheelhouse. Combat was satisfying enough though samey as most turn-based rpgs are. Very much liked the enemy design and the art in general. Music was excellent too. Great work!

Developer

Glad you enjoyed it and big thanks for playing it!

Submitted(+1)

This is definitely one of the more interesting games in the jam. I have somewhat mixed feelings about it overall, but it was certainly a unique experience.

I'm still undecided on the visual style of this game. It's certainly dreamlike, but it's also kind of ugly. I think I like the battle sprites and background effects, but the world tiles less so.

Mira's design is nice, though her single glove bothers my OCD.

I really liked the combat, at least at first. The use of masks and emotions for strengths and weaknesses isn't something I'd seen before and it was a lot of fun initially. However it did start to get tedious. Boss battles and new enemies and attacks were welcome changes but I felt there was too much of the same in between- it started to feel grindy and it started to feel like filler. The last bits in the lead up to and immediately after (what I thought was) the final boss were particularly egregious- by that point the combat had become pretty samey.

About two thirds of the way in we got some very different gameplay which I appreciated. It's hard to talk about it here without spoilers but I liked it. It was a really nice break and I was disappointed when it shifted back to mostly combat.

The use of in-battle events in the boss battles worked really well, I think. However I was never able to figure out how elemental weaknesses worked and which attacks were best against which boss. I was particularly confused when I was advised that it "looks like magic is not very effective"... immediately after doing 300 damage with a fire blast.

Overall I think the combat is the biggest strength of this game even if it is sometimes confusing and maybe a little overused. I wouldn't mind seeing another game with a similar setup.

I loved the premise from the beginning, and the narrative had a flow and energy to it that kept me engaged. But at the same time I found it really confusing and hard to follow. By halfway through the game I really had no idea what was going on anymore. Every new thing that was introduced just left me with more questions. Some of that is dialogue that was sometimes shakily written and unclear but I think some of that is just inherent weirdness.

I don't want to spoil the ending for anyone but it was an absolute mind screw. I thought I'd finally get some resolution and explanation after the final boss but was left even more confused. The very, very last bit of the game- as in the last few lines- reminded me of Monty Python and didn't work for me. Was this added because you ran out of time?

Finally, I'm a dirty save scummer so the semi-immersive save points are kind of lost on me.

All in all I'm not sure where I stand on this one. It's certainly an interesting game with some really neat ideas, but I did find it a little tedious, and I kind of walked out wondering what I just played.

Developer (1 edit)

Omg, Thanks a lot for this Review! Yeah, feedback in battles could have helped a lot and agree with the points you say (especially the tiles and the dialogue ) >< Appreciate this a lot! 

And about the last bit, yes. When I finally thought of something that made more sense.... well, time was up!

Thanks a lot for playing it !!!  

Submitted(+1)

To me it really felt like things just kept getting tacked on to the narrative. It kept going in new directions that at best only kind of followed from the last, and each one wasn't really fleshed out.

(spoilers ahead)

I really liked the initial plot of finding her true desires, and the mystery of what the one-eyed flying thing was. Though I wasn't really sure why I was fighting my desires or what that was supposed to represent. When Mira's Dark and Troubled Past came up I thought that was an interesting twist but it was also very confusing. Someone close to her died, and maybe it was her fault? She struggled with addiction or self-harm? It was a little disjointed but I thought this would end up ultimately tied in to the initial premise. But then the game went in what to me was a super weird direction with gods and demons and something about Mira wanting to destroy everything maybe and her dead sister comes back but it's not really her and whaaaat?

(spoilers end)

I guess I'm just kind of curious what your development process was like. Did you lock down the story early on or were your rewriting and revising up to the end? I don't think either approach is inherently bad but each one definitely has its ups and downs.

Developer

Hey! Sorry for the late response! The answer is the option B, the last two weeks were of rewriting and revising with new ideas I got. It was fun , but yeah, trying to put all the stuff together didn't "click" at the end and the "principal branch" was lost. 

Tho I managed to rescue something for future use ;)!