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A jam submission

Kill All Magical GirlsView game page

Short high-score-based shmup where you survive 25 rounds.
Submitted by Durdge-o (@DurdgeO) — 1 hour, 17 minutes before the deadline
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Play kamg

Kill All Magical Girls's itch.io page

Results

CriteriaRankScore*Raw Score
Engagement/Fun#283.0913.625
Originality/Creativity#382.8783.375
Graphics, Audio, and Polish#412.3452.750
Overall#412.4092.825
Magical Girl Concept#452.0252.375
Theme Interpretation#461.7062.000

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?
main character fights anime girls

Which theme(s) do you pick?
Nuclear Energy

How does your game fit the theme(s)?
story is supposed to feature a plot point where magical girls power stuff or something

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

Submitted

Although the developer had only 3 days to make this but it was done really well to a pretty much playable point. The game is really challenging and possibly a little confusing at times on how the mechanics actually works. Note that since the game doesn't exactly feature the main or side theme at all, I will pass on rating the game.


Magical Girl Concept: Since the game isn't actually finished, there is no visual signs of a magical girl in the game.

Mechanics: The game uses some basic movement controls with aim tied to the mouse pointer. There are some well thought of player weapon designs, where the left mouse does a continuous stream of bullets while the right mouse button fires off a powerful burst of bullets which takes time to reload. There is also a really neat melee attack but I notice there is a sort of cool down delay which is not indicated after hitting the melee attack. Its a little difficult to determine the melee attack effective range and there are times when going near an enemy results in being hit rather than being able to execute the melee attack. The health mechanics in the game is kind of unique but not obvious since the health bar is revealed using the shift key which also shows the player character hit box as well as slowing down the movement. I notice there are may instances that the health is replenished when the combo hit counter increases or something else is triggering the health refill. The health packs help in replenishing the health bar but its drop rate is almost close to uncommon. The combo meter isn't very well explained but each time an enemy is hit, the combo bar fills but drops over time. It also resets if the player character gets hits. I'm not sure if the bullet damage gets multiplied by the combo level but it doesn't feel like bullets are getting stronger. Besides that the enemies spawn on each wave, and what type would spawn on each wave seems random, whilst there is some enemies types that would only appear at certain waves. The player bullet is able to destroy enemy bullets and seems to be a vital survival mechanic especially with how enemies and even the first boss spews bullets that do not seem to decay or time out. There seem to be a bug or intentional design that the bullets goes past the boss hitbox and doesn't register a hit when it is changing into its next pattern of attack.  Basically, the game mechanics is promising but there needs to be some  reasonable balancing and due to its difficulty, providing save checkpoints in the game would be one helpful point for players to actually be able to complete all 25 wave.

Visual: The game basic hand drawn art style is cute and give it a very playful feel to it. I like how that there are many variations of enemy types with its own visual attack while being animated. The player character is animated as well which gives the game quite a good visual sense of movement to the player. However, there is no color or backgrounds in the game, just lineart and placeholders for the first boss. Its not an ideal design choice for full games but if done correctly can be an artstyle some would appreciate.

UI: The game has a simple main menu that lets you start the game immediately and also lets you get back to the first boss wave after reaching the boss level. There is no in-game menu but by pressing Escape key, the main menu is brought up. There is a sort of video tutorial on the controls but I notice the video background is glitching up.

Audio: The game doesn't feature any audio of any kind.

Theme: The developer picked Nuclear Energy as the side theme but I felt that it might have be left out in this version due to time constraints.

Challenge / Engagement: The game is really challenging with the extremely high randomness of enemy types, bullets pattern, enemy movement pattern, and spawning. Some enemy types would give enough time for players to react and some flies straight towards the player character without notice, so dodging in this game is a very continuous activity and at no point I was able to hover in place for more than 1 second. Frankly, I only managed to reach wave 19 after fighting the boss several times and past that I wasn't able to continue further since there isn't a save point in the game. The main menu has an extra button that appears when reaching wave 20 but I don't have the mental stamina to fight the boss just to find out what beyond wave 19. However, the game even though in its initial state is engaging with its current  game play but no story or visual aspect are currently present in the game to further enhance the gameplay experience.

Originality / Creativity: The visual aspect of it is quite original with the character and enemy designs and there is some level of creativity in creating the enemy behavior and its initial art. I can't evaluate more since there needs to be more art assets or even a story to determine whether or not the game is original or creative in its own way.

Story: There is no noticeable story except for the curious title which also doesn't explain or indicate that the player character is killing any magical girls until the boss fight begins. I assume the placeholder OHSG art is a magical girl but its not confirmed even with the text description.

Overall: The game is fun to try out and might be beatable if a lot of time and patience is invested. There is a needs to have its difficulty balanced if this game were to be developed for a wider range of player skill level. However, the game should be developed further and lots of consideration needs to be addressed not only visually but the level design as well.

Submitted

Interesting prototype! There's something charming about the hand-drawn artwork. The black and white style adds to that "drawn" feel for me.

The game itself is quite hard... I made it past the first boss (i think? it was placeholder art). My heath was a little confusing. It seemed like I would die insanely fast on the waves, but I could last for ages on the boss enemy. Maybe I was missing something that was happening? It was hard to tell if I was hurting the boss until the final phase (the boomerang like attacks). The next wave after that made short work of me.

Probably redundant to mention here, but Norton attempted to assassinate the game. I probably would have let it too, if other commenters hadn't already had this same issue, and confirmed it was fine. Clickteam needs to do something about that!

This is a great start, and with additional development, could be really good! Though at the current difficulty, I don't see myself being able to complete it.

Submitted

Thoughts recorded during my playthrough

+ = I liked it

- = I didn't like it

* = Comment/neutral

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


- The menu buttons look pretty funky in full screen mode, so I'll just play this in window mode.

+ I appreciate the presence of a tutorial

- I wish I could play the tutorial instead of reading it

+ The art looks good - It's a hand-drawn style that is smooth and consistent.

- No music or sound effects

* The magical girls are just text?

- This game is hard. There's a lot going on frequently, and although it's possible to take multiple hits I had several runs that were over in seconds.

+ Control layout is comfortable and makes sense for this game

+ Character is responsive and works predictably

Summary

This game is a simple, brutal, fun time. I think it would be more fun if the difficulty were scaled back a bit. Although the bosses were "magical girls," they're just text and have no backstory so it's hard to relate them to the theme. I did like the art, it's a good style.

Developer

They're text as placeholder since I had little time.

I plan to go back, add the final three, and give them proper art.-- I'm actually doing that right now.

Submitted

Ngl, had fun. Color would have helped a lot tho. 

Also, the tiny sprite of a Magical Girl (or fairy?) with a shotgun was cute. 

Health should have spawned more frequently though...

Submitted

I never made it past the first wave. I feel embarrassed.

You should probably wrap the download in a zip to avoid triggering the virus alerts, too.

Are you supposed to only die in 2-3 hits? That bit was confusing.

Developer

Virus alerts are unavoidable due to Clickteam Fusion 2.5's way of software.

I cannot do anything about it, but I will make the health more clear and list it on the small tutorial when I update this.

Just in general, please swing back around when the game gets updated cuz this version is missing a lot.

Submitted

I always find it so awkward to rate prototypes and unfinished games. Very often there's a ton of potential, but in my view it's unfair to other entries to rate what could be instead of what is.

That tangent aside, this is one where the premise and key art immediately grabbed my attention. I'm not sure if the art is meant to be placeholder or not, but I like it! The lack of audio, on the other hand, makes it feel lifeless.

For better or for worse, the menu looks like something straight out of SBIG Jam.

The enemy choice is kinda baffling, though- random junk and stars and bananas or something. I was expecting to see magical girls! I think they may come in later, but I never made it past about 30 seconds of the game. This probably speaks more to my ability than any sort of balance issues, though. Mechanically it actually felt pretty good, with tight controls and solid attacks.

In short I think there's a solid base here but the game isn't there yet, though I doubt that comes as any sort of grand revealation.

On a side note: This game triggers SmartScreen, Windows does not like it very much. I'm not sure what engine this is but I've seen other games with the same icon do the same thing.

Developer (1 edit)

Clickteam Fusion 2.5 games are prone to triggering multiple anti-virus softwares for whatever reason. Usually just submitting a false-positive to the anti-virus software will unmark the game for everyone else, but as far as I know that's just a byproduct of Clickteam actually making a brand new .exe everytime it makes a game as oppose to engines like GM that have a weird runtime that's deemed safe by most anti-virus softwares. (You'll be able to see clickteam games a mile away due to the generic red icon with a yellow lightning stripe in the future.)

I'm working on updating this to include the proper bosses, art, and whatnot but until then thanks for playing. Hopefully you'll swing around again when I finish this up, hopefully sometime this week.

(Also the enemies are meant to be more "magical girl themed", with the bosses being the actual magical girls.)