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Magical Princesses: Forest Journey. Save the Day!!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Magical Girl Concept | #18 | 3.769 | 3.769 |
Theme Interpretation | #30 | 3.154 | 3.154 |
Originality/Creativity | #32 | 3.154 | 3.154 |
Overall | #32 | 3.062 | 3.062 |
Engagement/Fun | #34 | 2.692 | 2.692 |
Graphics, Audio, and Polish | #39 | 2.538 | 2.538 |
Ranked from 13 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 Heros are Magical Girls
Which theme(s) do you pick?
Relativity
How does your game fit the theme(s)?
Same World different perspectivs
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?
Yes
all of them were made during the jam period
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Comments
Magical Princesses: Forest Journey. Save the Day!! is a really short and simple bullet hell prototype, with a really long title (─‿‿─), about two magical girls defending the forest against a horde of monsters. The game has good magical girl designs, however the gameplay could use a bit of improvements.
Magical Girl Concept:
The game features two magical girl characters, Violetta and Passione as magical girls (I assume the former has blue hair and the latter has red hair?), with them clearly exhibiting frilly dresses and magical accessories. Both character possess magical powers where they can shoot magical bullets that are used in eliminating the monsters emerging from the forest. Violette fires a range limited spread shot while Passione fires a rapid single direction shot. Besides that, there isn't a transforming scene or animation present while there are no familiar or animal companion in their designs. Anyway the developer made use of the magical girl concept in the game so it qualifies as a magical girl game.
Mechanics:
The game utilizes basic movement controls where the player character can move anywhere on the plying field limited to 1/3 of the area in the middle. There is the attack button which fires either a spread shot or single direction shot depending on the character chosen. On thing I notice is that the attack button is mapped to the Z key, which is normal for most games, and there is the Y key, which to me seems strange and is not common practice. Moving on, there is the switch button which allows the player to switch between the two characters, giving the player two different play styles or weapons, namely attacking the enemies at an angle or head on. To me the spread shot is the most effective play style since it allows players to hit enemies incoming from the side of the screen. Since the player is only allowed to move withing the 1/3 of the game area and enemies are spawning from the sides, it makes the spread shot a more reasonable weapon of choice in this case. In addition, on thing to highlight is the changing environment and background music when switching between the two characters which is an interesting mechanic. I think more can be done with the switching mechanic, say changing the enemy type when switching the characters since in the theme description, it is written "same world different perspective". There is also the special button which fires a single shot which will evolve into a circular burst shot, similar to a bomb, but the effectiveness is limited when the bullets spreads further leaving gaps in between the bullet spaces. The game uses the life point setup where by when the player is given a chance to respawn after after several seconds when the character is hit by an enemy bullet. The implementation could be improved since after respawn, there is no invulnerable or grace period for the player to reposition the character to a safer space before getting hit by the next shot. Besides that, the character's number of life is represented by both the text indicator and the changing condition of the character on the right. The changing expression from each shot makes a nice qualitative indicator but is not a clear indicator of how many lives are actually present, hence keeping the text indicator compliments the quantitative side of it. The enemies follows a predictable movement pattern while firing at specific intervals. It seems on several play through, the number of enemies spawning seem to vary each time and I'm not sure if it is intentional or it could be due to some spawning issues. The types of enemies is limited to different shot configurations and movement pattern and I find the different enemy color doesn't seem to make them distinguishable from one another in behavior. I think since the game only has one level, its is acceptable that the game starts off with lots of enemies but for a longer game, when more levels are present, the difficulty and enemy presence has to scale from easy to impossibly difficult.
Visual:
The cute and cartoony character art style fits the magical girl genre really well and the different expressions they make at different life points tells a lot about their current condition. I find that the character art is done with a lot of thought and effort put into it so kudos to the artist. Both the player character on the game area are animated with a continuous walking/running cycle. The enemies comes in different hues and are animated in a simple manner. The simple animation gives the game an additional appeal to it and it should be improved on a lot more. One odd thing I notice is that the resolution for the player character sprite seems much lower than the enemy sprites. I assume the two is made by different artists. The title screen text is really well made with the colorful font, it gives a fun and inspiring impression. I find that the title screen commendable since there are particle effects included while the sleeping magical princesses gives a casual impression. The background art used during gameplay is suitable for its purpose is not distracting or gets in the way when shooting at enemies. The forest canopy could have been a little transparent so its easy for players to spot the enemies and bullets coming from the sides. Since the art assets was made, I would say the artists gave good effort in fulfilling their role.
UI:
The title screen has both Start and Quit button with a simple centered layout, giving players easy access to a list of level (currently only one level present). I think the buttons could be located somewhere at the corner of the screen as it does not overlay on top of the animating background. There appears to be no settings/options menu in the main menu or in-game. Most of the indicators in the gameplay are straight forward but the line up of enemies on the left is not clearly explained, I assume it means the type of enemies present in the game area. The death scene has buttons to return to main menu or quit the game but the ending scene doesn't have any way to return to the main menu.
Audio:
The music used in the game is suitable for its genre where the main menus music is a nice short easy going loop while the two in-game music are composed for each character. I notice that each characters music is slightly different, albeit plays on the same base tune but some instruments are replaced by different percussion instruments. I believe that Besides that Violetta has some bass drums and piano while Passione instruments are tambourine and claves, giving the former a creepy and dark tone while the latter has a brighter feel to it. I find that using the different musical elements is a really good point as the music is utilized in such a manner where the two character background is revealed without the need for words. There seem to be no sound effects used in the game.
Theme:
The magical girl theme is present in the game as the characters are designed to be magical girls. As for the theme, the developers picked Relativity, which I think in their context and description, relativity is about the different view that the two magical girl sees which is especially apparent in the switch mechanic. Violetta seems to see the world as dark (seems to be night for her) and twisted (due to the low bass and creepy music) while Passione sees the world as bright and vibrant (high pitch music). To me the term relativity does loosely mean different perspective since it does touch on the point of observation but its more relevant when it is put in terms of the different environmental/physical conditions when the observation is made. Simply put that the same person sees a different thing when located at two very different places, e.g. the passenger on a moving train sees the background moving and when he gets off, the trains is seen moving away. The interpretation for the game seems like a psychological one since its coming from two different person seeing the same world. Anyway, its still within acceptable reason in the abstract notion of it.
Challenge / Engagement:
The game can be challenging when the enemy population is not controlled and on the other hand when enemies are killed fast enough the bullet spawns are much lessen and the game can be beaten easily. The game isn't too engaging since there isn't much to do other than defeating enemies while there isn't any story to follow in the game.
Originality / Creativity:
The characters are pretty original and the use of the different perspective especially the music is creative.
Story:
The game doesn't have much story to begin with and the only known fact that the magical girls are tasked in defending the forest from a horde of monsters without any reason. Some story can be derived from how the two magical girls sees the world when players switch between them. I think based on context, Violetta sees everything as dark and Passione sees everything as bright. In the comments below, the developers mentioned planning for some VN elements and story but it did not make it into this prototype version of the game.
Overall:
The artstyle and characters are done really well and more could have been done especially in the story department. The game mechanics feels good and doesn't have any issues happening during gameplay. Only drawback is the lack of invulnerability or grace period when respawning. Basically the game has the base line mechanics for a bullet hell game and tremendous improvements could be made in bullet pattern and enemy behavior. One thing to note is that a bullet hell games isn't about filling the entire screen with bullets rather creating a pattern that players can have a fighting chance of beating the game.
Hello,
i must say this is so far the longest and most indepth review anyone had given to something i worked on. so a huge thanks for this, i can only assume that it took way longer to write it then to play the little prototype
but still a few things i have to explain, well the long title, magical girl animes tend to have realy long title .. i think this was the logik behind it
about the left side of the screen the enemy symbols it should show more or less what kind of enemys will spawn in the next wave. every wave and every enemy in it has a randomized spawn position and randomized movement pattern. The only thing fix is is, this color of enemy uses this kind of attack. Yeah so it wouldnt be to unfair .
but yes it would need a whole lot more work to be an acceptable bullethell game
Glad you like the lengthy review, good that there are consideration for improvements to the game after the jam ends.
Lol, I like the long title and yes a lot of magical girl titles are getting longer every year. Too bad I couldn't think of one for mine (⌒_⌒;) .
Cool and thanks for the explanation.
Hm. I suppose this one is a prototype, but this one I have to say:
The arts are kind of mismatched. The artstyle for the character does not fit with the background imo.
Anyway, good work! Thank you for participating in this jam ;)
Hello,
yes the Art indeed mismatch it is more or less cause we used the assets created for the VN part.
cant say for sure if a finished vn would have made the mismatch better or maybe even worser
So, this one was a lot more of a prototype than I expected. It's pretty rough overall, and at least on my browser and system had serious sound issues with clicks, pops, and lag.
Getting some serious sapphic vibes from the key art. I'm cool with that.
There's a really long delay between when you die and when you respawn, but it's still possible to get spawnkilled. Temporary invincibility on spawn and a much shorter delay would work better.
I have no idea what the indicators in the left mean. I think they have something to do with the enemies spawning, but it's not clear what.
I found it really hard to dodge well but this might just be because I suck at bullet hells. That being said, the player hitbox felt a bit large compared to others I've played. Other than that, it plays well enough.
The biggest issue with the gameplay, though, is that switching characters is central to it but doesn't seem to be very useful. They have different attacks, but as far as I can tell, that's it, and they don't seem to really be better for one situation or another compared to each other. I'd really like to see some more differentiation here.
I'm a bit divided on the portraits being shown ingame. I love the art itself, and I love that it changes as you lose lives, but the placement is pretty awkward and the purpose isn't clear; it feels like it's just there to show it off. But it is really nice...
Bottom line, the art is really nice and the gameplay has potential but needs some work.
Well i learned after the Jam that it is actually a Problem of the Engine it self that the sound can get all glitchy in the html5 Version.
so hewre is a funfact it was actualy planned to have visuel novel parts but the story script wasnt finished. The logic and all is there to be a Visual Novel player but without a story it was no use.
Since we had an a and b side of a track the idea arised use aa switch mechanic between two characters ^^ and the pictures on the right were indeed basically used to show them off. Our artist did a realy great work but mostly for the now cut VN part. so we reused the Art as a Health indicator ^^
I saw one or two other games with the same issue so I was kind of thinking along those lines as well.
Looking at the character art, that actually makes a lot of sense. Kinda too bad that didn't pan out, I would have loved to see VN sections, but I think we all had to cut stuff to make the deadline.
This is a quick bullet-hell game with a fair bit of potential. I like the character-switching concept and the art looks great. Enemies and bullets are clear, but maneuvering around the map feels a bit limited since I can see enemies on the edge of the screen but I can't get to them until they've had some time to live and shot at me some. This can be compounded if a few enemies are missed as the bullet patterns eventually converge into an un-dodgable mess. A few things that would be nice to improve would be to have the background scroll in the opposite direction of the characters (right now it looks like they're just running in place) and some additional sound effects for shots, damage, and explosions.
It's a good start. I hope you keep at it!
Just played your demo! The art style is good, I like the 2 main character designs. The bullet hell is solid, and the switching mechanic is a good idea!
It did seem a little easy on my first play through (more on that later). I also didn't realize how narrow the "play-area" was at first. The forest edges could use a little extra definition to show that they are walls essentially.
I did go back and play again to see what would happen if you lost (that gameover screen!!) , and I found what seemed to be a bug. When the character is defeated, they still get hit by bullets and can insta-die before even reappearing. If there's a lot of attacks on screen, this means one hit can be game over. I'd suggestion resetting the players position, and maybe a very brief invincibility period when you respawn.
Nice work!
interesting art style, anyway this game is a bit too easy, in fact, in level 1(the only level) the only thing I do is hold the Z button and stay still at the bottom of the screen and you have basically beaten the game. maybe sometimes move a little bit but that's quite rare. the character switch is interesting with the dark effect on other characters. I'm not sure whether the glitchy music is on purpose or not but it makes the game felt cursed, in fact, the entire game felt cursed I thought the portrait in the game gonna jumpscare me any second now.
I tried die on purpose, and damn that's a creepy game over screen.
Hellos,
thanks for playing.
Also yes the Music switch is intended and this is actualy the less creepy game over screen that was created ^^
Edit:
Someone hinted me that gliched music could maybe be do bad internet connection so hmm only testing the windows downloadable version could give here an answer
A fun little bullet hell game. I liked the character switching mechanic and the different attacks you could do. Interested to see how this progresses past the prototype.
Hi! Thank you for your kind words, and for enjoying our prototype!