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June's Tale's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Aesthetics | #21 | 2.887 | 3.333 |
Gameplay Polish | #25 | 2.117 | 2.444 |
Audio | #26 | 2.021 | 2.333 |
Overall | #28 | 2.149 | 2.481 |
Engagement/Fun | #29 | 2.117 | 2.444 |
Originality/Creativity | #29 | 2.021 | 2.333 |
Magical Girl Concept | #30 | 1.732 | 2.000 |
Ranked from 9 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 protagonist is a magic girl
Which theme(s) do you pick?
We starts with theme 7 but and my time and I doesn't able to finish the gameplay
How does your game fit those theme(s)?
With a main magic girl.
Were the assets for your game made during the jam? Elaborate as you see fit.
We use Polygon Synty Assets to create environments and characters.
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Comments
The first two times I tried this game, the jumping could only be described laggy or delayed and it felt horrible. The third time, though, it felt like it had somehow improved in responsiveness, and it took me a while to figure it out. Jumping is triggered when the spacebar is released. I'm assuming the intent was to implement a charge jump at some point, but to be honest, this implementation just isn't going to work. Jump needs to be responsive in a platformer.
I'm not sure why attacking uses the mouse button. If there was mouse aiming it would make sense, but since the game is otherwise controlled with the keyboard, it just feels awkward.
I don't want to be too hard on the platforming mechanics. It needs tweaking, there's no question about that. Aside from the aforementioned jump weirdness, the wall jump is also super finicky. But the pieces are all there. You can run and jump and wall jump and attack.
I did not get as far as actually collecting the artifacts, but I trust that they work.
The game looks good. I'm not generally a fan of the lowpoly style, but it looks good here, and the effects chosen go well with it. Even the logo on the game page gives the impression of a graphically advanced, polished game. At the same time, though, the game also feels generic. It's a medieval ish magical girl against skeletons and knights on a square rocks-and-grass platform environment. It doesn't help that there isn't really a narrative to speak of- what are we fighting and why?
This probably wasn't intentional, but the choice of genre and name of the protagonist is inevitably going to invite direct comparisons to another game in this jam...
I think there's potential here. It needs tweaks to the gameplay, and some narrative and quality of life wouldn't hurt. But there's a lot that's working already, a lot of pieces in place.
Very nice looking game.
Honestly I had no idea what to do. Navigation is confusing and the controls feel bad.
But keep it up, I feel like this can become quite good.
I am stuck in the first scene. I see the right side is solid wall, and I found two knight statues blocking path but i have no idea what to do with them. I feel one of them is pullable step by step, but maybe it's just bug
the jumping feels weird, and the wall jump too. i feel it's better if it triggers the jump when pressing the button insteado f releasing the button.
I feel i have missed lots of game content when i stare at your screenshots.
*EDIT*
Found the dungeon area in bottom left, defeated the orc warrierm and then stuck in the maze again.
the dash geel weird too. the instruction say press twice, but i sometimes press three times and still fail, or sometimes i trigger the dash by accident. Maybe a Shift+Left/Right will be better
Played v2 ... Overall it could be a good platformer ... but:
1) I was ready to turn off the music after like 10 minutes... the loop is good but just too short or repetitive.
2) there is almost no other sfx ... need more sounds please.
3) I was totally lost ... please provide a minimap or some hinting or something to help
4) the enemies are totally worthless, nothing could stop me from flinging a billion magic balls at them at the rate of my fast clicking, jumping and dashing like a crazy person and their really bad attempts at trying to go in my general direction should have gotten them killed (spikes, free falls etc)
5) the controls are just janky, like the jump happens on release of button instead of on press, the power of the jump is too fast ... there are bugs in the movement, you can triple jump at times or slide down walls the opposite way or dash forever in the air.
6) I cant look ahead of a fall, so one just hopes they wont fall on spikes
7) I could sometimes open the statues? Or push them around ? not sure I actually got stuck in a spot
with a wall and a statue and gave up.
Regardless, the game is somewhat fun and the graphics look alright. I think if you focused on polishing the movement, decrease the size of the level, made the enemies harder and added SFX... then you'd be on your way.
Good looking world, we enjoyed the backgrounds giving it extra depth!
The movement physics could use another iteration, especially the jumping and wall jumping. Regular jumping felt very sudden and often lead to hitting your head on the ceiling.
Wall jumping worked about half of the time - it felt like the physics for it was sort
of accidental. Consider setting the player's physics material to have 0 friction and minimum friction combine - this will lead to the player sliding down the walls. Instead implement wall hang/jump with code logic. Ray cast in your facing direction to check for a wall, and if there is one turn on the hanging animation and reduce the fall speed each frame. This should give you much better control over the mechanic.
We also have some advice on the camera. Consider letting the player look down sliding the camera downwards when holding the down key. Also to improve the camera feel while jumping consider keeping the camera height bount to the platform the player has beneath them - this reduces the amount of up and down movements and makes it easier to keep track of your environment.
Navigating this game world felt challenging, we'd recommend trying to create an intended path for the player to follow when playing the game. Then do your best to show the player this path - placing interesting things along it, lighting that attracts the eyes, and minimizing the amount of non-vital paths. Hinting at an upcoming area can also be a nice touch - such as adding a few of the props from that area close to the entrance of it.
Unfortunately we were not able to experience the entire game, we got stuck on the spikes and had to restart several times.
Throwing sparkling blue magic at enemies felt good and we'd like to see more of it! We only managed to get the dash mechanic but we're curious about the energy charge attacks.
Hey, thanks for giving our game a try and a very detailed feedback!
We just uploaded a new version with some of your feedbacks in it, if you wish to give it another go we would be delighted to have your thoughts!
We will be playing your game now since all the screaming changes we wanted to do are done :D
Thanks once more, and have a great weekend!