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A jam submission

Magical Girl AliceView game page

2D Adventure Platformer
Submitted by MrScientist, Corygon, FUJIWARA NO AKIKO (@OsakaAkiko), pixitales (@TalesPixi), Joshlynn (@joshlynngames), Lytesander (@lytesander), Blood_Jackal23 — 7 minutes, 20 seconds before the deadline
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Magical Girl Alice's itch.io page

Results

CriteriaRankScore*Raw Score
Magical Girl Concept#34.5004.500
Graphics, Audio, and Polish#44.5774.577
Overall#44.1924.192
Theme Interpretation#83.9623.962
Originality/Creativity#94.0384.038
Engagement/Fun#113.8853.885

Ranked from 26 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?
The main characters are magical girls, the artwork is also inspired by the genre.

Which theme(s) do you pick?
Wave and particle duality

How does your game fit the theme(s)?
Mimi the bunny is both a Human and a Bunny, like a being both a particle and wave.

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

Yes

after the themes were revealed but before the start of the jam submission period

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

Yes

all of them were made during the jam period

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Comments

Seems like a solid exploration game. Cute art and writing, with pretty good level design. Combat is a bit slow and clunky though.

Submitted

After falling down the rabbit hole, I'm never coming back up again after experiencing the overflowing cuteness of what's called Magical Girl Alice a magical girl game that's short but super adorable to the core.

Magical Girl Concept:

This one is pretty hard to evaluate because you are looking at a really cute bunny girl that fires off magical hearts and is able to transform between humanoid form and a rabbit... Yes, literally a plain old rabbit that don't even shoot magical hearts, which begs the question, do magical girls only transform between two humanoid forms or can it be between a non-magical animal form and magical humanoid form. Technically, it does fall in the magical girl criteria since the transformation is basically a magical transition, an impossibility that can only be explained by magic, hence this game definitely has magical girls in it and a bunny one it seems ( ̄ω ̄).

Visual:

Right off the bat the game reeks with overflowing cuteness which is hard to explain in words so playing the game makes sense since the art style are all oriented towards the soft pastel colored look and feel. However in general, everything is really well made and it feel professionally done to begin with. The character animations, including the enemies, are all nicely animated giving the extra cuteness and appeal of a complete game. The tile maps and background for the environment is designed with multiple layers, making the environment design rich with different shapes and sizes. The title screen is simple but quite polished in terms of the artwork used. It feels like nothing is left out in the art department and everything seem to have been taken into careful consideration.

Audio:

The game uses some really cute choices of sound effects especially for the player character. Besides that the music composed suites the art style very well and the stingers for the game over scene complements the animation closely.

Theme:

Wave and particle duality was picked for the theme in this game, although it could just be duality, omitting the wave and particle bit, but its still within acceptable reason that their intention was to show that the player character can transform between a person and a bunny. Besides that the theme is well ingrained with the mechanics as certain parts of the environment requires the player to change into a bunny to traverse over narrow pathways.

Challenge / Engagement:

Since the game has only two playable levels, its reasonable that the game should be hard at the start and it is quite challenging even with the familiar control layout. The challenge comes not from platforming rather the limited view of the game area where a lot of it involves guess what comes next and also taking a leap of faith into unknown territory which could lead to discovering a pit full of spikes. The level design is good as it has multiple paths and options available when it come to going from one end to another. The boss fight is quite easy to beat once its behavior pattern is laid down but I find that since her movement rate is quite slow, the dash ability comes in handy when closing in for the attack. As for the engagement, its engaging in the gameplay side of things which might have most of the attention in the development while on the other hand the story is a little short ended for what it is since it is written to be pretty casual and laid back, without any direction in the story development. However there is a level of creativity with how the dialog is conducted between the two characters, Umi and Mimi, where their conversation is fun and playful.

Overall:

The game has a solid outlook to it and has good ground work for further development in terms of level design and story development. There is a lot of elements in the game that isn't utilized yet but is present in the game, such as trading cards and collecting fruits. With that in mind, I can guess the game would have a lot more going than what was released for the game jam, so I hope more development can be considered in the future.

Submitted (1 edit)

Cute game with nice graphics and fun gameplay!

Controls are good overall, but the jump feels somehow a little “floaty”. I wanted to use my PS4 controller, but gamepad support on web is a bit hit-and-miss. Having the option to download would be nice? It’s great that you have so many abilities, but having one button for everything means the controls aren’t super simple and intuitive. For example, Interact and Skip dialogue could probably be on the same button. There are a lot of times where you don’t see what’s below you in a pit. Some games solve this by letting you zoom out or pan the camera, others just put warning signs and arrows. Also I did miss some of the dialogues in the first zone, due to being midair…

The health/respawn system is pretty jank. Health doesn’t refill across levels, but when you die it refills. There’s no way to tell where the checkpoints are, and the boss doesn’t reset when you respawn. Are apples and carrots supposed to heal you? Otherwise why do enemies drop them?

The level design varies, the first level is pretty open and easy to get lost in, the final level has some nice platforming “puzzles” in self-contained areas. The final boss was pretty fun.

In summary: The graphics, audio and controls are very neat. The technical stuff could be more polished. I’ve definitely seen some bugged out jam games, and this is not one of them, but there are many mild annoyances that take away from it.

Submitted(+1)

I'm gonna echo the other reviewers in my overall thoughts: the art and sound are fantastic, but there are some design decisions that make me go "wait, what?"

To start, why web-only? While I do advocate for including a web deployment to allow the maximum number of users to experience the game, I find it best to compliment it with a local install option for those who can take advantage of it. Since I was limited to the web version, it added an extra layer of difficulty because I had to fight with hotkey combinations triggering during play (Chrome's bookmark hotkey is Control-D) and occasionally encountering window focus issues.

As for the actual game, let's start with the characters: I haven't played any of the previous games in this series (it is a series, right?), so while I understand both from the game's page and the in-game dialog that Alice is a bunny-turned-human(ish), I have no idea who Umi is. Alice, for her part, looks good and acts in understandable ways, so no problems there.

The dialog doesn't seem to have a clear focus. During the introductory story, I'm given dialog choices, but their purpose doesn't seem clear and sometimes there's only one choice. When we get into the game proper, I'm greeted with a line about how to jump, then...nothing. Nothing about movement, nothing about the rabbit transformation...but then I get to an area for climbing and I'm told how to climb. OK, at least there's something. But then I get to an enemy and I see the dialog explaining attacking for a moment but it's dismissed before I have a chance to read it. And apparently there was an inventory system that I didn't know about. Even advancing the dialog is confusing: sometimes it's advanced with Enter, other times I have to click "continue."

The overall design seems to be a little confused about what it wants to be, too. Is it a tactical sidescrolling platformer a la Mega Man, where the player needs to defeat enemy obstacles while traversing short, simple platforming challenges? Is it a precision platformer where the player needs to be mindful of their jumps and learn the ins-and-outs of the control system to overcome complex platform challenges? Or does it want to be akin to a "rage game" like Super Meat Boy or Celeste where the player must learn the enemy patterns and level layouts through trial and error? The game saw me mostly just swinging from vine to vine and getting killed repeatedly, which drained my life and eventually resulted in game overs. The continue option was appreciated, but if the idea is to be a game that I learn the format through trial and error like those "rage games," why have life drain and game overs at all? The enemies were mostly non-threats; the worst ones were the spiders that threaten to knock me down as I try to get to a vine, and few of them can be defeated with an attack. Each of these platformer formats require a different structure, so if this game is going to be worked on further, I advise reviewing the format of the game, decide on which way you want to go, and restructure the game around that decision.

There are a couple of other design decisions that struck me as odd, too: one was the placement of keys for doors. The first time I ran into a locked door, I had to go through a series of platforming challenges and a small passage that required the rabbit transformation to acquire the key; the next key was placed right in the middle of the room and the door was right across from it. That latter instance is what should have been presented first, and the former would make more sense as a late-game challenge. In other words, present the player with the easy stuff first, then build the challenges up as the game progresses. The other design issue I found was the blind leaps of faith: while many of the jumping challenges are presented clearly, there are occasions where I'm not sure if I should be dashing to safety after jumping or just fall and figure out where to go next. On a similar tangent, there are some areas where there appear to be branching paths, but it's not clear if I should be going on one path instead of another and what the advantage will be. While some games have done this in the past (classic Mario and Sonic games come to mind) it would be better if these alternate paths' purposes were clearer.

I ultimately feel like this game looks and sounds good, but the design needs to pick a direction and stick to it.

Host(+1)

The strong point of this game is definitely the art made by PixiTales. If I could give six stars I would -- or maybe should I reduce everyone else's "Graphics, Audio, and Polish" score? Lol JK. Anyway the music is also pretty awesome; that they were all made during the jam period was just amazing.

The gameplay is also pretty fun. I loved transforming into rabbits -- and I'm kinda glad the control was intuitive (for Touhou players anyway) and I figured out the controls even though I missed some dialogues initially.

However... while the graphics and the audio is from heaven, the level design is definitely from hell... because this is a platformer from hell. The game difficulty is absolutely brutal imo; although I guess I am terrible at platformer games... Tho... at first I thought the fact that dying means being sent right to the title screen and restarting the beginning was cruel, I suppose after finishing the game I found it to be fair enough.

Still... I think the level design can have some improvements. The map is unnecessarily huge in my opinion; there are a lot of parts that while can pique some curiosity, are quite unnecessary.

Otherwise this is one very excellent game. Very good job to the team that made it d(^_^;

Developer(+1)

"However... while the graphics and the audio is from heaven, the level design is definitely from hell... because this is a platformer from hell. " I LOVE THIS LMAO

Submitted(+1)

Well, it took me an embarassingly long time to get to this one...

The art is definitely the standout here. The character art is really, really good, but the pixel art environments and world sprites are fantastic, too. The key art and title card are professional quality and really draw you in.

I'm not sure what Umi is, though. I get that Mimi is a bunny person, but what is Umi? She looks kind of like a robot.

Sometimes sounds didn't play. I blame WebGL. I did like the audio design in general, though.

I found the controls a little awkward (played with keyboard). It's not terrible, and I'm not sure how it could be improved, but it did feel a little weird. The dialogue system adds to the awkwardness- it seems to be advanced with Enter.

Other than that, the platformer mechanics were really solid. Power dash is a lot of fun, air control seems about right, climbing works well. I found the movement a tad slow, but that's really nitpicky. Combat isn't anything fancy, but it works well.

I didn't realize I had an inventory; I was wondering why I was picking stuff up but didn't know I could do anything with it. I'm not sure if I missed the tutorial on this or if there wasn't one.

I wish this game had some sort of state save/continue feature. Length-wise it seems to be on the edge of really needing it, though I don't know how far into the game I got.

The difficulty was ultimately just too much for me. I don't think there was anything particularly cruel- maybe too many blind jumps, but that's all I can think of- but I'm not all that good at platformers. The first level really pushed me to my limit and I gave up a few minutes into the second.

I felt the transform mechanic was underutilized; I only used it to traverse very obvious tunnels and occasionally to dodge projectiles- but it might get used more later. It is a really cool mechanic, though- how many magical girl games let you transform at will?

I can nitpick a lot of things but most of them boil down to "XCVG sucks at platformers". A very nice game overall.

Developer

Oh we missed that one: if you have watched zombieland saga: umi is a zombie. For the movement,  I think you might mean the jump. You don't have precise control  where the player is going to land. Applied a little air force whenever you jump forward. Also if you are hugging a wall and you jump, the jump height may seem less than normal. And thanks, I agree the game was kinda difficult but my team didn't think so lol. There was no tutorial on items, but whenever u picked up an item, theres a notification. We didnt have much time to implement all our goals, but we will someday.  Busy working on one of our older project: Heart clash part 2. Thanks

Submitted(+3)

Nice game, the characters look very cute.

(+2)

Yay, controller support!

Artwork is once again fantastic. Feels good to play, though sometimes I have no idea where I'll be landing next! Quite a few leaps of faith.

The sound is massively adorable and the theme is very catchy. Love the development of it as well, super nice touch.

Little trouble with the inventory. I tended to use the mouse for that. Not sure if a cursor for the controller never showed up or if I just didn't know what I was doing, haha! But for real, solid, solid stuff.

Developer

Thanks, yeah, no controller support on the inventory, but u can switch tabs with game controller

Submitted(+2)

Beautiful artwork, start to finish! The drawing, sprites, BGs, all top notch. Music and SFX were all very nice too! The story was silly and cute, with enjoyable dialogue.  The tutorial section was good, helped me get the controls down quickly. I don't remember it explaining items, but I figured that out on my own. There was a good variety of enemies, and the bunny/girl switching was a fun mechanic.

The platforming was solid overall. I got a little frustrated on all the spike pit areas, but managed to persevere and beat it! The boss was cool... I always enjoy big, imposing final enemies!

I ran into one control issue (i was on a keyboard) but the "ctrl" key for dash kept triggering shortcuts. At one point, dashing either closed or backed out of the page, and I lost my progress. Thankfully I wasn't very far. I was careful on the second playthrough. I'd definitely play this one with a controller, if I had one. (This was on Firefox on a PC)

Overall, a really stellar entry! Great work!

Developer(+1)

Thanks for your review!! Really great to see you enjoyed it and thanks for the valuable feedback.

We had a similar issue when we had bound dash to the "shift" key and it kept throwing up sticky keys! Argh that's webgl for you!!
Maybe in future games we can look at a few different control bindings!

Submitted(+1)

Really liked the artwork in this one. It's a pretty polished game as well. I did reach a point where suddenly my character died, respawned, then I couldn't move left or right anymore. Don't know what happened. BTW: Is there a way I can get in touch with the artist? I'm curious to know if he/she would work on a future project with me. Thanks.

Developer

Thanks for your review! Glad you enjoyed it!
Sorry you ran into a bug, there's a couple, you know how game jams can go!

Pixtales is our main artist for this and is on the Discord if you want to reach out!

Submitted (1 edit)

How do I join your discord? I see you have twitter accounts, but I don't know where the discord invite link is to your server. Nevermind, I see the artist goes by the same name on the magical girl jam discord. Thanks.

Submitted(+3)

Amazing art, and I really liked the mechanic of switching between human and rabbit. Also want to say that the magical girl designs were really good!

Developer

Thank you so much for playing!

Submitted(+3)

5/5! I played Heart Clash last jam and this one is just as good. The designs are super cute, and I love your artstyle. Consider me a fan~! :)

Developer

Thanks for the review! Glad you enjoyed it!

Developer

Thank you for your kind words