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Atomi, Fire!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics, Audio, and Polish | #5 | 4.364 | 4.364 |
Theme Interpretation | #12 | 3.727 | 3.727 |
Magical Girl Concept | #16 | 3.818 | 3.818 |
Overall | #16 | 3.727 | 3.727 |
Engagement/Fun | #16 | 3.636 | 3.636 |
Originality/Creativity | #35 | 3.091 | 3.091 |
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) female and b) in possession of nuclear-powered magitech
Which theme(s) do you pick?
Nuclear energy
How does your game fit the theme(s)?
Protagonist / magitech is nuclear powered. Superposition *was* going to be a mechanic, but it unfortunately never worked out due to control issues.
Are all your graphics assets made by yourself during the duration of the jam?
Yes
all of them were made during the jam period
Are all your audio assets made by yourself during the duration of the jam?
No
a good chunk of them were purchased
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Comments
Nice atmosphere and gameplay, Just wish it were a bit more clear what were obstacles and what was shootable, that kind of stuff. In particular I completely failed to notice that I was bumping into the pillars in the middle for a while.
I didn't realize this was going to be an endless runner (flyer?) when I watched the progress in the discord. (It's possible that I missed that while staring at the pretty pictures, hehe)
It works well as an endless runner! It's pretty challenging, my highscore was 1705. The graphics look great, and the music and SFX fit nicely.
If I had one issue, it's that I feel a little of XCVG's pain on this one... I didn't get extreme eye strain or anything, but the movement speed of the environment was a lot for my eyeballs. I had to sit back pretty far, and even then I could only do 2 runs in a row before needing to rest them.
I do understand that will probably be tough to address, given the need for speed on some of the environmental obstacles. But if the background was a little slower, I think it would help in that regard. But I doubt this effects everyone, so take this suggestion with a grain of salt.
Overall, really nice work!
The visuals and audio and fantastic and the knockback from shooting is a neat little touch. The doors not closing don't seem to damage you (I'm not sure if that's a glitch) It kind of takes a while to get to the enemies too.
My thoughts can best be summed up as: I don't get it.
I start off with my character and another character that looks like me, but doesn't do anything more than bounce around when I run into them.
There are ships flying past me that I shoot at but don't blow up, but then there are other ships that look just like them that I shoot at and they do blow up.
Sometimes the terrain goes over my character, so I lose sight of my character for a little while. Please don't to that in a game like this; it makes navigating around obstacles difficult.
I think there are some hazards in the terrain, but they blend into the background so much that I can't tell if they're actually things I should be avoiding or if they're just decorative.
There are many shot patterns from enemies that are so tight that it's impossible to dodge them. But I don't take damage from them...or anything, really! I don't think it's possible to die in this game?
Some enemies come from above and are not able to be shot at, and sometimes those enemies will go from being above to being player-level so I can shoot at them, but the way this is signaled to me is so convoluted that I can't tell when an enemy is above or same level as me.
I see that this is a work-in-progress. Good job getting started! I hope this feedback helps refine the game as it grows.
A fun idea for a game!
I think it would be good if holding shift revealed your hitbox, and it might be good to show your score underneath the distance too. I like the polish you've added to the game and the 3D graphics are great. I don't know if I got lucky or not but on my first playthrough I found a lot of safespots by just waiting at the bottom of the screen. Also, you can move through doors after they've closed, giving you little reason to shoot them down.
The score actually is the distance, I apologise for not making that clear.
Moving through closed doors without being harmed was a deliberate design choice I'm honestly reconsidering, yeah (they can't physically stop the player, because it's an infinite runner and that would drag them off-screen, so I'd hoped having them knock the player around would be enough of a threat).
I love the concept of this game, but unfortunately I can't play it because it gave me pretty severe eyestrain. This isn't your fault, it was an issue I had with Shibey's game last time too and unfortunately is probably going to pop up a lot this time around because there are a lot of bullet hells. I have some theories on why it happens but nothing concrete.
I liked the title screen a lot, the animation really added an extra bit of pizzazz to it. I found it difficult to see things in-game but I'm not sure if that's just because I found it hard to look at in general or not.
Also still thinking of Rammstein.
Oof, yeah, protect them eyeballs. Sorry to hear it, but take care yeah?
This message is directed to those who answered "No, some of them were purchased" to any of the last two questionnaires. Due to some complains regarding to the last two questionnaires, I have updated it to compensate for some circumstances in which those two questionnaires can't capture the full picture. I have updated the questionnaire so that it can slightly capture some more nuances (in particular, those who only used one or two outside assets but made the rest themselves). It definitely is still flawed, but because there are a lot of submissions already, for this jam, this is the best I can do.
If you don't mind, please honestly assess whether or not your responses (the answers themselves have changed) still apply; and if not, please click "Edit Your Submission" to refill your questionnaire.