Great work! It's been a while since I've played one of these types of games. I think your camera movement felt smooth and the movements you chose really added to the narrative. I didn't find it dizzying like a few other people but I did think it went too fast. I barely have a chance to shoot enemies. It feels like there's no way I can kill them all which I think maybe is what you were going for. But I get shot by enemies that I inevitably miss quite a lot and I can't retaliate because they're off-screen. Also, I think a more relaxed pace would allow players to pay attention to the dialogue more. I think your writing is fun and very in line with magical girl stories so it'd be a shame for somebody to miss what the characters are saying.
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Asahi's Akihabara Assault's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme Interpretation | #3 | 3.778 | 3.778 |
Engagement/Fun | #7 | 3.333 | 3.333 |
Overall | #8 | 3.238 | 3.238 |
Originality/Creativity | #10 | 3.278 | 3.278 |
Magical Girl Concept | #11 | 3.500 | 3.500 |
Gameplay Polish | #13 | 2.778 | 2.778 |
Aesthetics | #15 | 3.278 | 3.278 |
Audio | #21 | 2.722 | 2.722 |
Ranked from 18 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?
Asahi can fly (with some assistance) and has an array of magical weaponry that follows her around that she uses to fight
Which theme(s) do you pick?
4 - rabbit, 6 entire city must be purged
How does your game fit those theme(s)?
The boss is a giant rabbit (and the mascot is also kinda rabbit-y in retrospect) and it centers around clearing the city of a monstrous threat
Were the assets for your game made during the jam? Elaborate as you see fit.
Some basic code (movement, helper functions) were reused. 3d model of the city was on the unity asset store, sound effects from free sound and music from MacLeod, everything else was during the jam
Comments
Thanks for playing! I'm glad to see the camera wasn't super rough for everyone! I think a more relaxed pace would definitely help a bunch, trying to fit the dialog into the little bits of downtime was pretty tough to give everything the space it needed, and the way I had set up the rail made it pretty unfriendly to make changes to the timing, and it'd help to make sure that people really got a chance to fight back. To be honest, I was originally planning on voice acting the game so that you wouldn't have to focus on the text popups, but I couldn't get my voice to sound decent when going that high-pitched, and then it was pretty late in the game to get someone else's help.
Magical girl flying around a city blowing up giant cute monsters with magic, yay!
Still there's a reason why we don't see many 3D flying rail shooters nowadays, and that's because they're not easy at all to nail properly. Was pretty hard to keep up with everything going around and aiming was tough too.
Not sure if intended or not, but I could just press both left and right mouse buttons to spam the primary and secondary shots at the same time.
Considering there's quite a bit of dialogue during the game, felt strange there was nothing after beating the boss.
On more positive notes, the 3D and 2D mix graphics quite nicely and loved your magical girl design! Also pretty impressive from a technical/coding point of view in such a short timeframe!
Keep up the great work!
Thanks for playing! I definitely have a better understanding now! There's a lot of parts that I hadn't expected to become an issue, and then things I added to make some stuff feel better ended up making other parts feel worse. It was a pretty tough balance.
Being able to use both weapons at once was definitely intentional. Some of the weapons required a bit more active thinking than others (bow charging, gun ammo/reloading, and to a lesser extent, the sword angle), so there was kind of a soft intent that you'd have one weapon you were constantly firing without having to think too much and then another that was a bit more intentional, but I left it in the player's hand to choose how they'd want to play it.
I didn't think about having any dialog after the boss, so that's a really good point. The ending could definitely use some extra work on it in retrospect.
This is a pretty ambitious project! I enjoyed it overall, the mix of 2d and 3d was nice, and flying through the city on rails was cool as heck! The gameplay itself was pretty hard... targeting enemies was tough, and sometimes the on-rails camera movement would through me off.
Still, really cool game and I appreciate that you can continue after being defeated! Great work!
As a fan of rail shooters myself I like the concept. The controls are simple and the weapons are fun and very different from one another. The art with the 3D background works well and the song is good albeit repetitive (understandable). My main complaint is the same as the others it is just a bit too fast in the camera changes.
Thanks for playing! I'm glad the 3D/2D mix was appealing and that the weapons all felt really different from each other. Music unfortunately is always something I forget about until the end, so it definitely doesn't get as much thought put into it as it should. Maybe next time I'll learn how to make some music of my own!
Thanks for playing! I'm glad you enjoyed the interpretation, there was a lot more I wanted to do with it, but I didn't have the time...
Some better camera movement/control is definitely something I'll need to look more into, but I'm glad you liked some of the scenes. Unfortunately, I didn't have much time for balance, so I leaned a bit more on the easy side. Hopefully it didn't take away too much from it, though.
The game seems pretty good and fun, there's a decent amount of polish.
Pixel art with a realistic city is an interesting design choice.
however, the character moves through the stage too fast and because colliding with building do damage I would always hit the building without warning, and the story doesn't seem to pace quite well, most of the time I don't even know what they are talking about because they are talking about the thing that I cannot pay attention to in time.
I like the variety of weapons you could choose though, I only noticed it after I had beaten the game once because it was hidden in the corner of the title screen.
The gun is the best weapon for me while the sword is absolutely useless because I can barely hit anything with it.
Thanks for playing! I was definitely worried that it might be tough to read the dialogue - I wanted to add voice acting so people could hear what was being said even during combat scenes, but I (vastly) underestimated the amount of time I would need. I think spacing things out a lot more would have helped a lot - if I follow up more on this, I'll definitely need to make a better system for the pathing and the scenes.
The weapons were kind of intentionally hidden, although the reason for it got cut by the end, so it would have been a good idea to make it a lot clearer.
Thanks for the feedback!
The idea of combining 3d city and 2d characters is interesting. But the game is quite confusing.
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