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Nosebleed's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality/Creativity | #9 | 3.556 | 3.556 |
Audio | #10 | 3.556 | 3.556 |
Magical Girl Concept | #13 | 3.111 | 3.111 |
Theme Interpretation | #13 | 2.778 | 2.778 |
Overall | #13 | 3.032 | 3.032 |
Aesthetics | #17 | 3.222 | 3.222 |
Engagement/Fun | #21 | 2.667 | 2.667 |
Gameplay Polish | #21 | 2.333 | 2.333 |
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 main character Abby is a magical girl who can use a staff to summon magical attacks to fight enemies
Which theme(s) do you pick?
Identification: Friend or Foe
How does your game fit those theme(s)?
the game ending is Abby meeting her friend who turns out to be the demon lord that is attacking the town but it was to get back at the elf character over his gacha machine
If you follow any of the optional challenges, elaborate as you like.
elf
Were the assets for your game made during the jam? Elaborate as you see fit.
The game assets were made for this Game jam
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Comments
Great artwork and music fit so well. Unlike others I liked the mix of sprites with 3D. Of course it could've been better integrated but it can work.
Good artwork and music!
Couple of similar feedback as the comments below - Enter skipping without showing the whole dialogue, third person world in mix of paper characters and 3d world didn't feel natural to me (maybe making the environment also 2d ish would make it feel more natural like paper mario)
Great work anyhow enjoyed playing it!
There are some interesting ideas and some great art here, but it's so, so rough around the edges to the point where it's hard to get a handle on what it's trying to do.
The opening scene of the game was a really strong hook that got me interested right away.
Sadly, it kinda lost me as soon as I got in game. I couldn't wrap my head around what was going on or what I was supposed to do. NPCs reusing the same sprites didn't help, nor did what seemed to be placeholder models.
The third-person free-roaming feels like it should have camera controls, but it didn't seem to have them. It felt really awkward, especially going behind buildings.
I managed to initiate a battle of sorts by going to the right; I still don't know why this initiated a battle. I don't know why I'm fighting musical instruments, and it took me a while to figure out I could attack. There isn't really good feedback about your attack range; I know I have an attack range, but there's no visible projectile or effect that indicates clearly what it is. I accidentally skipped through the result, so I'm not sure how the battles are scored, either.
The biggest killer, though, of all things, was the dialogue speed. The type-on effect is painfully slow and can't be sped up or skipped without skipping dialogue. I got the sense that there was quite a bit of story in the text but I just couldn't stand waiting for it. Honestly, if you can't get the quality of life parts in for this effect, it's better to just omit it entirely.
I really like the concept of a magical girl returning to their hometown to find the whole thing FUBAR, and I really like Abby's design and a lot of the other art. I'm hoping this gets polished up a bit to be a bit more playable because there's potential here.
PS: Not sure where to fit this in, but check your texture compression settings on the character sprites. It looks like the default texture compression is being used, with colour blocking visible in game. It's probably worth changing to High Quality or None.
Hello i've read you're response and have gone ahead and fix a few things there is now a how to play menu in the main menu scene.
I added a small opening cutscene that should explain that you need to leave the town to fight some monsters.
i did increase the dialogue speed for NPCs however the intro and end cutscene remains the pervious speed because I believe that it worked for them but i should have changed it up for the NPCs my bad that I did not notice it before.
also thank you for pointing out the texture compression issues, I have now gone ahead and set all of our 2D assets to use none for texture compression. Thank you for the feedback !
Short but enjoyable experience. Really liked the soundtracks, game's humour, high-spirited characters and can't wait to play the epic adventure of Mark being reincarnated as a Demon Lord in a RTX world xD.
Nice character design, I like that you are showing what the town should be through the dialogue, it is a nice town that I would love to visit again in case you finish the game =w=)
Regarding the dialogues, a faster character rate display would be nice. I would have liked to read all the dialogue after each battle, but at some point in was just too asking for too much patience, even from me =w=)'
The battle was fun, I mean, I am not sure what the goal was, but killing enemy in rythm for just the right amount of time bore getting bored, on that nice jazzy theme... It was fun to me. However, after each battle, I got at least a good 10 seconds of fade to black before showing the result screen. (I played the windows build)
During the second battle I understood how to light up all the square, not sure what consequence it has though. Could it be that having all square green at the end of the battle will have a good effect on the townfolks?
Dunno if that was an easter egg, but being able to change your battle outfit after buying the guitar is a great addition. Such a shame to not have a string played when you burst an enemy with it!
WTF moment xD
Hello thank you for the feedback! NPC name is the placeholder text and the reason it showed up for norm was due to a bug where it did not display his name properly. Also he was supposed to say "nice day isn't it" in the dialogue box.
the green squares are there for testing purposes but I did not have the time to remove them during the submission build
The ending was just for fun.
also I Recently released a patch that should hopefully make the game more stable and speed up battles !