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A jam submission

Atomic BriccoView game page

Play as Bricco in an epic platformer
Submitted by Duy, lapspider45 (@lapspider45) — 2 hours, 44 minutes before the deadline
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Play Atomic Bricco

Atomic Bricco's itch.io page

Results

CriteriaRankScore*Raw Score
Originality/Creativity#273.4173.417
Engagement/Fun#293.0003.000
Overall#293.1173.117
Graphics, Audio, and Polish#322.9172.917
Theme Interpretation#323.0003.000
Magical Girl Concept#333.2503.250

Ranked from 12 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 a school girl student that has 'magical powers'

Which theme(s) do you pick?
Nuclear Energy

How does your game fit the theme(s)?
The main character has power related to nuclear energy

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 edit) (+1)

Atomic Bricco is an insanely fast pace and engaging 2D platformer where you play as a high school girl who suddenly gain magical powers from her miniature nuclear reactor and has to stop the villainous Ms Valentine who has catnapped Schrodinger. The game has some very challenging moments in terms of platforming as well as due to some bugs but the game is playable and the ending is reachable.


Magical Girl Concept:

Bricco the ordinary high school girl turned magical girl possesses the magical ability to dash through the air and performed double jumps that seem to be powered by her atomic powers. The magical girl concept is utilized in terms of magical powers but not fully utilized since she did not visually transform or look the part of a magical girl (still in her high school uniform). (Spoiler Alert! Start) However she does possess a magical companion which can be seen especially at the end of the game (Spoiler Alert! End). In other words, Bricco is pretty much a magical girl in terms of magic usage but could use a magical girl dress just to complete the magical girl trait/trope.

Mechanics:

The game has smooth movement controls with the player character moving at a very fast pace, (she is always in her running animation when moving) and I think it would be helpful to include a walk modifier button so at some points during platforming (near the end), smaller platforms can easily be landed on when movement speed can be controlled. For a game with fast pace platforming the player movement speed is good since and traversing through the game level did not feel slow. The player character can also double jump by double tapping the space bar while the attack is set to the K key which is a little odd but doesn't get in the way of gameplay. The attack behavior the player has is a sort of dash punch which can be charged while holding down the attack button and the player can also hover in place in mid air when charging the dash, quite a vital feature as most platforms in the game requires hovering at a certain height to be able to make it past certain hazards. The combination of careful jumps and dashes is important in traversing the level as the hazards are placed in a particular configuration, making the player utilize the mobility at its fullest. The dash punch also has a very heavy knock back to the player character where the higher the charge, the further the character will bounce off any walls. The game becomes pretty insane (at some point hilarious in one of my play through) when the character bounces off all over the place but the generous respawns made it a lot acceptable even when getting killed by spikes which are one hit kill hazards. One thing that needs to be considered are the strange one hit kills and the super fast laser shots which for the first one seem to happen often when touching certain enemies and the second one kind of stun locks the player character into oblivion. Besides that the game featured decent platforming mechanics with moving platforms as one of the challenges. The moving platform could use some improvements especially with the vertical ones as it clearly shows that character physics behavior did not sync well with the platform movements. Besides that the game features a VN dialog system where the character art is displayed along with a text readout and dialog is forwarded with the Space key. I notice the read out sound effect did not line up with the readout and seems that the text appear to be delayed by a second long. For QOL, the dialog could use a line of code that lets it complete the entire readout while the text is being displayed with one press of the Space key and the completed text allows the next key press to forward the dialog. Reason for suggesting this is that I seem to missed several dialogs by accidentally pressing the forward dialog key skipping it unintentionally due to a habit from playing RenPy games. So far the dialog system is basically good and it could use some improvements where there was a point in the game where I was able to trigger a slow motion bug when the dialog open while doing a dash, its possible that the slow mo effect caused by the dash when in contact with an enemy may have not reset correctly when dialog came up at the same time (this one happen in my second play through). Moving on the camera tracking on the player character is really smooth even with the zoom in effect but do note that some areas of the game don't necessarily need to zoom in at times so setting up a careful plan of where zooming in or out is necessary, e.g. the part where Bricco jumps down into the school gym is a well planned camera angle but zooming in at the science class room may not be necessary. Basically, the mechanics are good just required some time to polish up and iron out the bugs which seem to contribute to the challenge of completing the game (I ended up freezing the dialog system at the end of the game by making the character fall through the platform in my first play through so I only got to see the entire end credits in my third run).

Visual:

The art style for the characters and sprites made are pretty good with the sprites being fully animated an all. The background art and tile set is made with good intention and purpose for the setting as well as the genre. The character art is really good and well made but it could use some additional facial expressions that could go along with the dialog instead of a single image, which is a norm for most VN games. The animated pixel art sprites is one of the best so far as it makes the game feel complete and does make it appealing to watch. By the way, appealing part is in regards to the fluid movements and how it lines up with the character's actions, not the surprisingly extra fabric exposure bit (⌒_⌒;) which I will take it as a lewd joke. Besides that the UI for her health and dash charge bar is pretty decent and clearly shows the relevant information. One minor but not important thing I notice is that Schrodinger the cat appears to be a cutout photo for some apparent reason. Anyway the artwork in the game is really good with lots of thought and effort put into making the game feel complete visually.

UI:

There seems to be no main menu or in-game menu present in the game. The only UI present is the health bar and dash charge bar which has been explained in Visual.

Audio:

The game uses some sound effects in the relevant parts of the game and fits well with the pixel art style during gameplay. One thing I want to highlight is the music tracks used in the game which gives the game a nice fast pace feel. Also different levels uses different track relevant to the environment.

Theme:

The developers picked Nuclear Energy as their main theme and that matches very well with both the title and the character's magical powers. I appreciate that the developers did not include Schrodinger Cat in the theme even though the game features a cat named Schrodinger.

Challenge / Engagement:

The game is really challenging and very engaging with the tough level designs and layout of hazards throughout the game. Do note that since the game is short, it is reasonable for the game to be difficult and besides the game can be completed when the jump patterns are known or discovered. In terms of story, I think its lack engagement since the story is written in a generic manner where there is a villain and the magical girls is set out to defeat the villain due to X reason.

Originality / Creativity:

The idea and concept of a high school girl turning into a magical girl due to nuclear powers seems original and creative at best but I would say the artwork and level design has good level of creativity put into it.

Story (Spoiler Section ahead!):

The story is basically about a high school girl who somehow manage to build a mini nuclear reactor that gave her tremendous magical powers. Bricco the newly powered up magical girl has to save her pet Schrodinger from Ms Valentine the science teacher who has somehow taken over the school turned the male students in to her minions. In the final battle where Bricco defeated the villainous teacher, she escaped the secret lab facility with her pet cat, and to her surprise gained a magical companion. The story and plot is decent as a good minimum base line for the game but it could be expanded by giving the game more depth to the game world.

Overall:

The game is really fun and engaging with its fast pace platforming gameplay featuring a fun dash mechanic that is pretty much tied in with how the level and hazards are designed. The developers have all done a really good job in bringing something that's fun, comedic, and definitely challenging. Anyway, if there are plans for further development, I would really like to see the story having a bit more content and with each character a little more fleshed out, giving them a presence in the game.

Submitted

I have similar thoughts to everyone else:

  • Dialog needs proofreading
  • Game moves way too fast
  • Upskirt jumps turn me off, but maybe I'm not the intended audience for this game
  • There is a point where I have to read text while an enemy is attacking me. Pretty annoying.
  • It was not clear that the dash also doubles as an attack. I only figured that out because I looked at the manual on the itch page.
  • The camera zooming is a good idea but it doesn't work right in the first part of the teacher's dungeon (results in a leap of faith)
  • I appreciate the quick respawns after death and generous checkpoints
  • Issues due to game speed and leaps of faith caused me to quit the game at the horizontal platform part of the teacher's dungeon

I think this game will be better if the pacing is improved. Both the character movement and the game itself move too fast, making otherwise simple tasks feel impossible because my character goes blasting off at the slightest touch.

Submitted(+2)

Bricco goes to a very odd school...

Building a mini atomic reactor reminds me of the story of the Radioactive Boy Scout. Not sure if this is a deliberate allusion or not.

I liked the music, but it was horribly glitchy on my machine. Not sure if this is a problem on my end or not.

The pixel art graphics are really nice, especially the character work, though the graphical artifacts sour it a bit. The upskirt is pretty WTF though.

The dialogue sections need some QoL work. The type on sound is pretty shrill, and some sections move too slowly (though this might be a glitch). I ended up skipping through most of them.

For the most part, the platforming mechanics were smooth. Once I figured out how critical the power dash was the game made more sense. On the other hand I'm not very good at platformers and I found this one super hard. I like how forgiving it is with checkpoints and respawn but I still gave up a few screens into the secret lab.

One thing that still needs improvement is the camera. When it works it works well, but there are some segments where it isn't where it needs to be or awkwardly snaps back and forth.

I was not able to play the original version and I don't know how much was added after the fact, so leaving a rating doesn't feel right to me.

Developer(+1)

Thanks!

Your feedback is really valuable. I'll probably keep working on it after the jam. Even though the quality might not be up to the jam's standards, I'm willing to keep improving it as a personal project. The big next step would be to address the performance issues and QoL in general, which I think is critical for such a precision demanding game.

I'm really glad you appreciated the character's pixel art since it was my first shot ever at it and it demanded much effort. But oh boy was it fun and did I learn about movement and anatomy!

I just checked who was Atomic Boy Scout and even though I had heard his story before, it had never came to my mind when  I started writing the plot.

Regarding the upskirt, I guess I added it partly due to nostalgia. My main references for magical girl anime were the ones  i watched in the 90's. It's certainly debatable, but I thought was a funny reference (amongst many others).

I'm going to play your game (and the other's submissions as well) soon. But for now i need a day off.  Really looking forward to seeing how all of you  guys have nailed it.

Cheers!

Submitted (2 edits) (+1)

Okay, this game obviously unfinished, But I’ll give it a try anyway, Here's my experience


there’s a weird floating door and ladder, Is that for testing?.. 

wtf is that pantsu shot when jumping? I guess this is one of those jokes game.

No idea what to do next so I jump off the building into an extremely laggy basketball hoop.

And then I fall into the lab area thingy? I don’t think anything makes sense here.

Sees a pointless fast platform and spikes… oh no… the quick respawn, near impossible jump, This is one of those Kaizo games isn’t it.

The dash mechanic is the most annoying ever, You bounce off the wall at so much force that you’re forced to somehow charge the dash at the exact right timing if you don’t want to head right into spikes

ngl this camera movement is starting to piss me off, It changes position and zoom at a completely unpredictable location, it’s like this game is made to troll me. although the spike light up when the player is under or above is a nice little detail, although you should’ve used that effort to make this game more playable instead,

The robot enemy takes damage animation is cool though.

 the moving platforms I see are too slow despite how fast the action makes it extremely annoying.

I made it to the point with a scrolling screen and It moves too slow omg, I actually writing this as is move because it’s just too slow, even worse if you were to fall there’s no coming back up, The camera will starts to glitch and you will stick down there, you might as well reset the game if you still have a patient to proceed. 

And I fall twice that’s mean I reset once the game to get back to this point. the second time I fall I decided that I no longer have any patient to continue so I just watch as the camera slowly moving upward without my character present, And the camera just keeps moving up and up to the point that there’s no level to see anymore, The only thing I see in the sky now.

Glad there’s nothing after this point as far as I can see, I don’t wanna reset again.

Conclusion :  this game obviously unfinished, so it’s very bad for now,

Developer

Hi, thanks for playing it and sorry that it disappointed you.

I was way behind my schedule when I submitted.

I pushed a major update that makes the game more playable. Also I added the soundtrack. I added checkpoints as well and overall the game shoud feel smoother thanks to plenty of fixed bugs.

We would be so glad if you could give another try from now. The game should be in its proper state today.

Have a great jam!

(+1)

More playtesting is required for this one. I don't bother playing difficult platformers, but I feel like this overstepped those bounds in some instances. The redeeming feature to aid that is that the checkpoints were very generous and resets were instantaneous. I always appreciate games that don't mess you around when you just want to get back in and give it another shot. But still, it felt like there was an awful amount of luck advancing with the platform speed as it was and the intermittent but (seemingly) hitscanned laser enemies. The story is... well, nevermind. I guess platformers don't really need that to begin with. But it does mean that there's nothing to substance regard the theme either. To be fair, perhaps there was a story later on, but since I couldn't advance and couldn't be bothered learning how to advance further than a minute into the game, I never got that far. I did find that some elements had the makings of an interesting overall concept, like this slow-motion effect when you fell through the school gym, that felt pretty cool for a moment. The dynamic camera adjusts a bit too fast some times making it difficult to judge movement for a critical second when you're trying to navigate around enemies. The game is audio-less, not so bad if you're playing music anyway but it means the game can't really stand on its own. All critical elements aside, there's not actually much work (from the player's perspective) to bring this into quite an acceptable state. So basing off that, it's a really solid foundation. Whether the developer wants to continue with it or not, well, it's fine either way. Good on them for making it playable at least.

Developer

Thanks a lot for playing it!

I submitted the game but was way behind my schedule. I didn't want the contributors to be disappointed not having their work showcased. Otherwise I would have never submitted such an early prototype. 

I pushed a major update today and it made the game rather more interesting.

From now on, the game is in a playable state and I will keep updating and probably released the final update today.

There is actually a story that must be told through fun cutscenes and will be implemented today.

I hope you will give another chance and enjoy our music producer's amazing work.

So sorry again for this very rough submission.

Have a lovely day :)

Submitted(+1)

getting super meat boy vibes from this which is cool, but way beyond my skill level, couldn't get past the 2nd spike section, anyway cool game.

Developer

Thanks for playing it !

Please feel free to give it another try. I added checkpoints and made some adjustments today. Still fairly difficult though x)

Developer

BTW thanks for the comparison, SMB is one of my  favourite platformers !

Submitted(+1)

Based on what I played, I'm going to assume that this game is still unfinished. Going off of that, I'll break down what I thought worked well and what I didn't.

First off, I like the idea of the dynamic camera. It's a good idea, and I like how it snaps in on the classrooms, and back out for larger halls, shafts, etc. The attack power was limited, but it was pretty satisfying to nail enemies with it once I got the hang of it. I didn't fully understand the dash at first, but once I figured it out that works decently too. I like the character animations, and little touches like the dust being kicked up as she runs.

For areas that could use some polish and improvement, the overall control is maybe a little touchy, and the camera, though a cool idea, is a little fast and erratic at times. One odd thing is I seem to start on the roof when the game starts, but if I die there, I teleport to a classroom that seems like a proper starting point. Speaking of dieing, the "S" key deals damage to yourself? Being the key inbetween the left and right keys, that can be a problem.

I made to the point with the floating platforms and laser turrets, but couldn't get any further... the platforming, camera, and barrage of laser attacks were to hard to get by.

Overall, it's rough but has potential! I hope you keep working on it, as I like a lot of what's here. Nice job!


Developer

Thanks a lot for testing early and your feedback.

Yeah I am way befind my schedule but I released a fair update today that makes the game more playable.

The S key was intended for debugging purposes and will be removed upon the next update.

I'm still working on it. Please feel free to give it another try from now. I asked @lapspider45 to help me with the soundtrack he did an amazing job at it. And so did the other team members who helped with the visual assets.

Cheers!

Submitted(+1)

Ok, I gave it another spin! I started at the correct location this time, and that helped everything flow better and make more sense.

The music is really good! It adds a ton to the presentation. Kudos to @lapspider45 for the excellent work!

The boss fight is a nice touch, I don't remember that being there before. One odd thing I noticed is when you hit him, he seems to stand in the air afterwards for a moment? Unless he's supposed to be flying.

I still got stuck at the same place. Once I hit the room with all the spikes, floating platforms, and laser turrets I just can't make any progress. I feel like that area could be notched down in difficultly little bit. (But then again, maybe it's just too much for me.)

Keep up the good work!

Submitted(+1)

This was a fairly frustrating experience. The camera seems to work against you the whole time, and the hitboxes on the moving platforms are too narrow (meaning you often slide off the end when you think you should still be standing on it).

The motion feels fairly fluid, but even then I felt rather powerless against the spikes, lasers and villain camera.

Developer

Thank you for testing early. 

I'm so sorry though that you could not try a playable version. I just updated today and, even though it is still unfinished, it is at least at a playable state. So feel free to give it another try :).