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A jam submission

Lovely FractureView game page

A cute surrealist horror.
Submitted by Hikitsun (@Hikitsun) — 4 days, 19 hours before the deadline
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Lovely Fracture's itch.io page

Results

CriteriaRankScore*Raw Score
Originality/Creativity#14.3644.364
Graphics, Audio, and Polish#54.3644.364
Overall#54.0734.073
Magical Girl Concept#84.1824.182
Engagement/Fun#103.9093.909
Theme Interpretation#173.5453.545

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?
The main character is turn into one for a limited time.

Which theme(s) do you pick?
Spacetime Curvature and Spooky action at a Distance

How does your game fit the theme(s)?
The plot starts because of a Bend in spacetime

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?

No

some of them were purchased; but most are stuffs made during the jam

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Comments

Submitted

This game is simple and straightforward. Here are the things I liked:

  • The game is short and to-the-point
  • The transformation sequence is cool. Lots of custom art and shows what happened well.
  • The contrast between color/non-color served to further highlight Seri's and her animal companion's difference from the rest of the world
  • Dialog does double duty by introducing the player to the world and the game's mechanics without being an overwhelming wall of text (though it does go a bit long sometimes)
  • While front-view battle systems are nothing new, I liked the way this one is presented. The animated faces for Seri made the battles more lively than a standard front-view battle, and the fact that the enemies move around as well keeps battles looking interesting.
  • The number of turns battles take are just right; not too long, not too short
  • Placing the restored coworkers below the player means I didn't get stuck in corridors. While this did mean I had to do some extra work to interact with the coworkers after the battles, they were just flavor text so it's not a big deal.

I do have some criticisms as well:

  • The fact that Hope heals as well as reduces incoming damage makes the Heal skill redundant
  • Bosses are a little too strong. I'm not against an enemy that poses an actual threat and can kill me if I use the wrong moves at the wrong time, the fact that I can die just because the boss does their strongest attack too many times in a row is a problem.
  • The passages to the other rooms on the sides are not indicated in any way.  If you want the sides of rooms to lead to other rooms, I've seen some clever tricks by other devs, such as adding some shading or carpet to the tile that transitions to the next room or an arrow pointing in the direction on the outside of the map. A sign hanging on the wall just before the next room that says "Break room: left" would work in a setting like this, too.

The limited move set is kind of a mixed bag. I liked it because I didn't have to read through a bunch of skills to figure out which ones were for what purpose (or are useless), but it also meant I just spammed Reflect most of the time. The boss battles added in the need to use Hope, but it just wasn't enough variety after the first boss.

I am also mixed on my feelings about the text that appears after each attack. If it were to indicate what the enemy was about to do next, it could be a cool part of a system that would allow the player to plan their next move accordingly; right now it only seems to be flavor text that slows down the progress of the battle.

This has been mentioned before, but there are some tile passability issues with the papers in the office on the tables:



Ultimately I feel that this is a good game jam game. It has its flaws, but it's still a fun, quick experience. I look forward to seeing your next project!

I noticed that you want to have grammar errors and typos pointed out. I found a number of them, and in the interest of not making this comment even longer than it already is, would you mind if I sent it to you in a document file? If so, where can I send it?

Submitted

Nice work! First off, I always appreciate RPG maker games with unique custom artwork! I liked the overall look of the game, especially the character portraits and battle sprites. The music and SFX all fit well.

I enjoyed the unique and interesting story, probably my favorite part after the artwork! The incorporation of the jam themes felt a little less strong than the story as a whole, but fit well enough.

The gameplay was interesting. While there weren't a ton of skills or actions to work with, there was definitely a strategy to most of the fights, especially the mini-bosses and end boss. The challenge was about right. I had a little trouble with the harder enemies, but figured it all out by the end.

One thing I did initially have trouble with was that I didn't see the hallways at all. Took some bumbling around after the cat told me to find the objects and save all my coworkers before I found those passages.

This is definitely a memorable and unique entry, and one of my favs!

Submitted

Definitely one of the more interesting entries, with a unique storyline.

I liked the monochrome-with-limited-colour art style- normally I like colours everywhere but it fits the themes of this game really well. The transformation sequence bears calling out- it is very nice and a great use of colour. The battle mechanics also fit the tone and themes well.

There are a few minor issues I had with the gameplay. The battles are really cool at first but do start to get tedious toward the end. More variety might have helped here. I also didn't realize there were more screens at first- it's not clear that the hallway leads to other places.

I thought joking about the keycard was a weird shift in tone, but other than that the writing was solid. It's short and a bit minimalist, but neither of those are a bad thing. 

I wasn't a huge fan of the ending- I felt like the game was set up as satire and then backed out of the point it was trying to make at the last minute- but it works well enough and I'm probably reading too much into things at this point.

I'm kind of on the fence about the theme implementation. It kind of makes sense, but also feels like a bunch of words are just thrown in without context and maybe used incorrectly to seem relevant. I'm not an expert on the subject, though, so I'm not going to judge too harshly here.

Submitted

The artstyle was way too cute to be a horror game lol. This reminded me a lot of Earthbound. Hope is pretty op but considering how strong some of the enemy attacks were It's probably better that way.  I had to redo the final boss battle because the snake died the first time.