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A jam submission

MAGIC*GUNNER Moestar-chanView game page

A magical girl themed roguelike designed for phone or mouse and keyboard. Created in MegaZeux
Submitted by Mahou Shoujo ☆ Magical Moestar — 3 minutes, 1 second before the deadline
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MAGIC*GUNNER Moestar-chan's itch.io page

Results

CriteriaRankScore*Raw Score
Engagement/Fun#173.6233.800
Originality/Creativity#183.7193.900
Graphics, Audio, and Polish#302.9563.100
Overall#313.0703.220
Theme Interpretation#362.6702.800
Magical Girl Concept#412.3842.500

Ranked from 10 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?
Moestar-chan is a girl and also magical.

Which theme(s) do you pick?
Spacetime Curvature/Time Dilation/Length Contraction/Relativity

How does your game fit the theme(s)?
I chose to pick 'Spacetime'- the quest is to obtain the Ankh of Spacetime, which can control time in-game.

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

Submitted (1 edit)

This is pretty much a nostalgic trip for me where back in the days when games did not have such sophisticated graphical fidelity and due to limitations are displayed in chunks of bitmap fonts.

Its nice to see submissions like this once in a while since this reminds us how game mechanics in the past is no different with what modern games can offer. Besides the gameplay is pretty solid even with the lack of graphics and seeing that its another MegaZeux game, I'm astounded by how it got pretty modernized with a HTML5 release.

Anyway, the gameplay is fun and quite engaging with the dungeon crawling and  searching for all those upgrades just to be able to survive the next level below. I manage to get to B9 dying to a Nightcrawler in one single hit but on several play through I notice the game does a lot of one hit kill at times. It could use a little fine tuning with item spawn rate because there are instances where I had a play through with 3 to 4 pickups consisting of Citrine rings which doesn't seem to do anything. Also sometimes I do get lucky with the stat boost but it seems really rare in all my play through. Almost forgot, the game could use some chiptune or sound effects just to break the long standing silence.

Still, I look forward to more of this sort of games.

Submitted

This is pretty much a nostalgic trip for me where back in the days when games did not have such sophisticated graphical fidelity and due to limitations are displayed in chunks of bitmap fonts.

Its nice to see submissions like this once in a while since this reminds us how game mechanics in the past is no different with what modern games can offer. Besides the gameplay is pretty solid even with the lack of graphics and seeing that its another MegaZeux game, I'm astounded by how it got pretty modernized with a HTML5 release.

Anyway, the gameplay is fun and quite engaging with the dungeon crawling and  searching for all those upgrades just to be able to survive the next level below. I manage to get to B9 dying to a Nightcrawler in one single hit but on several play through I notice the game does a lot of one hit kill at times. It could use a little fine tuning with item spawn rate because there are instances where I had a play through with 3 to 4 pickups consisting of Citrine rings which doesn't seem to do anything. Also sometimes I do get lucky with the stat boost but it seems really rare in all my play through.

Still, I look forward to more of this sort of games.

Submitted

Nice! It's been years since I played the original Rogue, but this brought me right back to that nostalgic feeling. There's something about these type of games that I find really enjoyable.

Finding the different items and experimenting with them was pretty fun. I made it to B6 before groups of drillers finished me off.

It's a very good roguelike! If I had one critique, it would be that I'm not getting tons of "Magical Girl" vibes from it. Obviously, by using the DOS-style character set for graphics, there's a challenge in visually displaying that theme. I think maybe if the items and monsters were a little more themed in the magical girl genre it would help with that.

Also, one issue I ran into (playing on firefox) is that when I tried ctrl+t to transform... it instead just opened a new browser tab.

Developer(+1)

Thanks for the feedback! In terms of Magical Girl-ness, the focus I had was really on the main character, who I tried to give the requisite attributes. I admit I drew a bit of a blank on trying to make the other components (the dungeon and the enemies) feel like they belonged in a Magical Girl work.

In terms of it opening a tab, yeah, that was an oversight. Shift+T is also available as an alternative (originally all the Ctrl+? controls were Shift+? until I realised that I couldn't detect numpad keys and shift at the same time for some reason.)

Submitted

Wow, a Roguelike that is basically a Rogue clone! It's kinda hard to tell how the character relates to the magical girl genre with the basic graphics and that she uses guns & knives instead of magic, but the transformation concept is interesting. The game otherwise is pretty solid, better than I was expecting. The instructions were a little overwhelming, but I was able to get the hang of it quickly. I like that you regain health by moving around, but the rate is low enough that you can't heal fully without sinking a ton of time into the effort. Good job!

Submitted

I wasn't expecting to see a game like this in this jam, but it was a pleasant surprise. The retro aesthetic stands out and immediately invokes nostalgia- feels like a game for an 80s micro or early PC. I'm not very good at dungeon crawlers, and I didn't get very far, but I had fun trying.

I think the one issue I had was that I really wanted to play with the keyboard alone- it just feels much more natural for a game like this- but doing so leaves you at a severe disadvantage because of how the shooting mechanics work.

Developer

Thanks for the feedback! Yeah, the limited shooting controls were unfortunately a result of me running out of time (I threw in the ctrl+dir stuff because I figured there should be some way to shoot things from the keyboard). A better approach would probably be something where you press a key (f?) and then move the cursor with your keyboard, with it automatically targeting a nearby enemy / the last enemy you aimed at, whatever.

I do plan on polishing this up and certainly fixing the difficulty balance, hopefully in the near future. At that time I will try to get some decent keyboard controls for 100% keyboard usage in there.