Play game
Gravitas Magica : Rhythmic Sunrise (Provitional Name)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme Interpretation | #26 | 3.273 | 3.273 |
Magical Girl Concept | #34 | 3.000 | 3.000 |
Overall | #43 | 2.382 | 2.382 |
Originality/Creativity | #45 | 2.545 | 2.545 |
Engagement/Fun | #46 | 1.455 | 1.455 |
Graphics, Audio, and Polish | #46 | 1.636 | 1.636 |
Ranked from 11 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 is a retired Magical Girl
Which theme(s) do you pick?
Spacetime Curvature/Time Dilation/Length Contraction/Relativity
How does your game fit the theme(s)?
The gameplay is inspired by it
Are all your graphics assets made by yourself during the duration of the jam?
No
some of them were purchased; but most are stuffs I/my team made myself/ourselves
Are all your audio assets made by yourself during the duration of the jam?
No
some of them were purchased; but most are stuffs made during the jam
Leave a comment
Log in with itch.io to leave a comment.
Comments
Since the game, Gravitas Magica : Rhythmic Sunrise, isn't ready, hence I will kindly skip on rating the game. Still I would like to discuss about the plot and concept with what is currently present from the main page and comment section.
So the story is about a retired magical girl now an office lady who one day found out that the sun is burning hydrogen at an abnormal rate, possibly someone is behind the mischievous act so our office lady has to come back into magical girl service to save the human race from extinction. Basically the plot sounds interesting and I think the beginning of the story is fine but I can't imagine just yet how the story would evolve down the line since its pretty much open ended at this point.
From the screenshots, I assume there will be an inventory and item system while the player character is allowed to move about in a 3D environment with stuff that can be interacted. The tank movement controls using the virtual control is fine if the aim is for a mobile device but since it is mentioned in one of the comment that it will be a HTML5 release so its best to change out to a keyboard and mouse control setup instead. Just something from my experience working with the audio system in Unity, the rhythm battle system might be a difficult setup even with the tutorials since in Unity the game time by default runs on a separate time system from the audio system which uses the AudioSettings.dspTime, so happens it never syncs well with one another. So this leads to an intricate setup where you have to make the existing components sync up along side the dspTime. One of the component mention in the tutorial is the animator system but later you may have to consider button press events and coroutines with further development down the road.
Besides that, this might sound discouraging but you might want to consider scaling down on development. In my opinion, I would cut out inventory and item since that would take a lot of time to craft and plan while focusing on the rhythm battle instead. It would feel redundant to some players when you have an inventory and items system and there is only a few usable items with no way of buying or selling those items... Which also requires currency and ways to earn currency. Besides each item would apply an effect which requires pretty much needs individual scripts for them. However its pretty much your call to make towards its current development.
By the way, I tried the game on a Oneplus Nord with Android 11 and the game is giving me a steady 60fps with no issues on Chrome.
I'm sorry that I did not get to play the game that you had envisioned. I hope you are able to eventually grow this game into the experience you had meant for it to be.
The concept of this game sounds intriguing, and the storyboards are pretty nice. Unfortunately there's not much I can say about the submitted game itself; there's just not much to it. I normally try to rate incomplete games but this one I can't do in good conscience; it's more a tech demo than a minimum viable product or proof of concept.
I do like the art; the office environment is well detailed and the character models are visually appealing. I'm less certain about having a mobile-first WebGL game; presumably the final product would be an app?
Nah, I'm going full web with this one lol, I'm learning the WebGL route now to be ready to get into the WebGPU one once it is ready for production. While I fully understand why native apps are better for game in a technical way, I'm just sick of dealing with app stores, having to be up to date with their policies and to wait days to get a hot fix update going when I just want to put games out there jajaja also, I like the limitations of webGL because it keeps me away from the scope creep that have taken the life of previous projects of mine.
BTW Thanks for passing by jajaja, feel free to come check back once in a while I hope to have a new build soon (and by soon I mean (and hope) before the rating period closes 🤞), this time with some actual gameplay.
I totally understand your frustrations in dealing with app stores. For me it was constantly having to update to keep up with policies that was the biggest issue; it's probably not a huge deal if you develop apps for a living but I found it way too burdensome for side projects.
There is not much to do. The game feels unfinished to say the least. I'm sure you know that yourself, and the idea seems fun, but in the current state I cannot give it a good rating.
It feels unfair to rate a game in this state, but since it's up here I have to be fair to the other games. I know the developer would have all the elements ready in the background, but linking them together to have something playable is the unexpected challenge that catches you out. Anyway, since the game is not ready for play it doesn't cross the starting line in terms of rating, but that's totally fine because the jam is more about having a go than anything. But while this game so far fails as an actual game, rating it as a concept: I would like to say that, by far, this game has/would have had the best theme interpretation out of any game I have seen in this jam. It's so elegant and straight-forward, but so unique and original when paired with the theme. "The dance of black holes/neutron stars just before they collide" inspiring a "turn-based rhythmical battle system". This, and this, and this paired with this. I can totally see that! The pulsing ring matching to some sweet beat as you "dance attack" your enemy, and maybe on their turn you switch sides in an orbit to have the enemy attack you from the same angle? Maybe the enemy and your character get closer and closer together putting a time-limit on the battle before they both 'collide'? Who knows. But what I do know is that I really like that concept. There is just so many ways you could expand on it and all of it sounds really fun. So I hope perhaps we could see this game in a more complete state some time! I would recommend focusing on the battle system instead of the office girl walking around/open world(?) aspect, as that would be more doable with the time you have. The story can come later. But the rhythmic dance battle inspired by orbiting gravity wells?
I. Would. Love. To. Play. It!
Hey Yuminous, thanks, you totally nailed it when explaining the concept for the rhythm battle system that we want for the game and I agree with you, the core interactive part of an RPG is its battle system so the prototype should focus on that... normally, but since I read that DevTalk community focused on visual novels was going to collaborate for the jam I though there will be a lot of people interested in good stories so I guess that influenced me to focus in the story, but, again you are right, in fact I already have a bare bones rhythm system there, just not accessible yet (Thanks to this awesome tutorial written in C#) so yeah I hope to have a prototype battle system running soon so come check out once in a while maybe it will be there. I'll do my best to update as often as possible but I can't promise consistent progress for now.
I also played on desktop, and what was there worked fine. The screenshots look neat, and the idea sounds cool! I hope you get around to finishing it.
hey thanks! I also hope I can find the time to finish it lol. I just made a small progress before going to bed, so feel free to pass by again once in a while, it might be some more significant progress by then :P
I played this on a desktop (not a smartphone :O), and walking around worked surprisingly fine. Unfortunately, I couldn't discover anything to actually do. I gleefully walked through objects and out of bounds for a few minutes, scoured the game description for controls I might be missing, but...
Still, the concept is a good one. I wish you'd had more time to work on it.
Hey weckar thanks for passing by, yeah there's literally nothing to do yet lol. but yeah I agree I like the concept too for that reason I'll keep working on it despite I didn't made it in time for the jam, so come check once in a while for updates, there may be something new. I'm planning making some progress tonight but I can't promise regular updates because work.
A very basic rhythm system is already in there just not accessible yet so it should not be hard to get something going in that area soon, just time consuming :P