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A jam submission

Magical Girl's Bullet Hell v0.2View game page

Submitted by VTheVan — 4 hours, 55 minutes before the deadline
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Magical Girl's Bullet Hell v0.2's itch.io page

Results

CriteriaRankScore*Raw Score
Engagement/Fun#362.5583.000
Theme Interpretation#372.6653.125
Graphics, Audio, and Polish#382.5583.000
Overall#402.4302.850
Magical Girl Concept#422.2392.625
Originality/Creativity#462.1322.500

Ranked from 8 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?
Ella (main character) was granted magical powers in the form of energy blasts

Which theme(s) do you pick?
Conservation of Energy

How does your game fit the theme(s)?
By defeating enemies the player collects energy tokens that convert into extra projectiles

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

some of them we made them before the jam

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Comments

Submitted(+1)

I can't seem to play this, every time I attempt to move my character flies off the screen. I have a feeling it might have to do with frame dependence.

Developer

I'm so sorry for the bug.  I'll try my best to fix it so that you can experience the awesomeness that is this game.  I appreciate you letting me know about this bug.

Submitted (1 edit) (+1)

This game was pretty challenging! Though, I'm not experienced with or very good at bullet-hell games in general.

I was able to beat it after several tries!

It's be nice to have an intro page, story, or something before getting tossed right in. Without that, there's not a lot that screams "Magical Girl" currently.

I'm glad the controls were very simple and intuitive. The graphics and audio were all solid. I actually didn't have much trouble until the boss, who was quite hard! (For me anyway)

I didn't initially understand the enemies were dropping power ups on my first playthrough, but I caught on by my second try. One possible bug I noticed was that my "dodge" count didn't reset after a game over.

There's plenty of potential here! I'd love to see this fleshed out with some story, additional stages, etc. As it stands, it's a fun demo that kept me on my toes! Nice work!

Developer(+1)

I'm glad that you enjoyed playing this game, and found it challenging.  I apologize for not having an intro page (scope creep hit me hard).  I'll be continuing my work on this project in the future, and will be fixing some bugs as well as adding more stages and more story.  I appreciate your review and look forward to adding more content😊

Submitted(+1)

I like leaving detailed reviews, but I'm struggling to find a lot to say about this one to be honest. It's not a bad game, it's just very barebones.

I like the story concept, but it's not in the game. There's no intro cutscene or even a splash screen. I can't say much about the magical girl concept, because all we get is a tiny sprite and a short blurb. The game does play pretty well, though if I'm being completely honest it's pretty generic. I don't even play bullet hells yet this still felt familiar. It's not necessarily a bad thing but if you take it further I'd like to see it differentiate in some way.

I think the only thing I can comment on specifically is that it wasn't clear what you were supposed to collect and what you were supposed to avoid, because both the energy things and one of the enemy projectiles is orange.

Developer

Thank you so much for the feedback.  I totally understand what you mean😂  My aspirations for this game were more than the time I allotted for it.  But I do plan on finishing it within the next week or two.  I'll be sure to make what to collect and avoid more clear!

Submitted(+1)

Thoughts recorded during my playthrough

+ = I liked it

- = I didn't like it

* = Comment/neutral

====================

- The game starts immediately with no title screen. I didn't realize this until I heard my character start firing, and even then I was still getting oriented, so I died right away.

- The interface lies; it says you control the character with the mouse, but that does nothing for me; using the arrow keys actually works

+ FWIW, the arrow key movement is good. I can get to where I want to be without trouble. It doesn't feel too fast or too slow, and there are no acceleration/deceleration shenanigans. Maybe you should drop the mouse movement idea and just run with keyboard movement?

+ I like that the character fires automatically. No need to find a fire button to spam or hold down for the entirety of the playthrough!

+ Fun background music. I wish it looped better, but I like the style!

+ Enemies, obstacles, shots, and the main character are all presented clearly. I never had to guess where I was in relation to an obstacle.

- It's possible to fly out of the screen's boundaries to what is effectively a safe zone.

- There's a pattern somewhere in the middle of the level where enemies come from behind me and damage me if I don't run away from their spawn point. I didn't like this because there's little warning that it's about to happen, so I always take at least one point of damage from a cheap hit. This either needs to be telegraphed better or the enemies need to spawn away from the player so the only way the player will be damaged is if they deliberately run into the spawning enemies.

- The initial sound from the boss is extremely loud. I suspect there's an overlapping sound effect because the issue subsides shortly after the boss appears.

- It's not clear how much damage I'm taking. I glance at my health bar and it looks like there's plenty of health left, so I run into a bullet to try to get out of a bind but I end up dying.

+ I do like that I can take multiple hits generally.

- Full health bar doesn't look full; there's a little tip on the end that looks like it could be filled more.

- Sometimes the game crashes when I die during the boss battle.

- It's not clear if the health bar is accurately reporting my health. Sometimes I die when I thought I had a full health bar.

- I think the health bar needs to be put somewhere on the screen where it would be easier to glance at. Having it on the extreme right side away from the action makes it hard to see while trying to dodge the obstacles.

Summary

I like where this game is going. With a little more polish to the underlying interface and some tweaks here-and-there I think this could be expanded into a full multi-level game.

Developer(+1)

Thank you sooo much for this in-depth critique!  I spent too much time trying to get the basic spawn patterns down, so I completely forgot about adding a title screen.  I was planning on making this a Pc/mobile game but dropped trying to make the adjustments for mobile.  I added the keyboard controls but forgot to change the interface😂

I was having trouble stopping the player on the boundaries and didn't have time to fix it before submitting.  I'll be fixing that in the next update!

I know exactly which pattern you're talking about.  I'll change the spawn location and telegraph it better.  I'm not too sure what sound the boss is making that's deafening, but I'll make sure to clean it up so it's not so loud. 

As for the health bar, I'll make it more representative of your actual health.  As of the current version, the player's health is represented by numbers instead of icons.  I have made a huge error in design by making the special bar look like a health bar.  That's why it looks like you have more health than you do.  I'm considering adding it to the screen with the player. 

I really appreciate the feedback.  It helps so much. I will most definitely be finishing this game within the next month or two so be sure to follow for updates!  I look forward to more input in the future😊

Submitted(+1)

I believe this game only has one stage? After I defeated the fish boss, it just kept on scrolling, so tell me if there's more that I missed.

The first thing I'd like to mention is the control. The mouse based movement is an interesting idea, but it is also very imprecise as slight movements of the mouse can get you killed. I'd suggest an alternate control scheme of arrow keys and Z to shoot.

The idea of "conservation of energy" made for some challenging gameplay, except for the fact that you can collect 1 energy, start firing the 3 sets of bullets, and then as long as you don't let go of the left mouse button you can continue firing 3 bullets even if you're out of energy.

The boss fight was fairly challenging and had some varied attack patterns. You've made a good start!

Developer(+1)

Yes, there's only one stage.  A cutscene is supposed to happen before the level and after you defeat the boss, but it broke at the last minute.  I'll add a note about that in the description.  I apologize for the confusion.  I'm glad that you find the mouse controls interesting.  I was wondering if it would be better to use the arrow keys instead.  The original idea was to have the mouse scheme for a mobile option, but I won't be going that route.  I'll change the keys to what you suggested.

I noticed the infinite amount of energy when you hold the mouse button, but thought that it would be a nice little "cheat" until I got some of the other bugs fixed.

I really appreciate you playing this little game of mine, and offering your feedback.  It was extremely helpful!