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Convent of Magical Chambers's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sensory | #8 | 3.111 | 3.111 |
Enjoyment | #11 | 2.889 | 2.889 |
Overall | #12 | 2.444 | 2.444 |
Execution | #17 | 2.222 | 2.222 |
Metroidvania | #22 | 1.556 | 1.556 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Unity
Team/Developer
SadRooster
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Comments
Very cute! I loved the character design and how tranquil but mysterious the world feels. The map and environments are my favorite part, excellent vibes. It reminded me a lot of Ocarina of Time and Spyro. Great work!
OH MAH GODDO!! I loved this char on the server, I still love her here, she's so adorable, peak character design x)
Due to loving her so much on the server I was actuallly looking forward into playing this one, but sadly there's actually not much to say for the game itself, it very clearly came out of the oven too early :,)
I was actually very confused as what any of the spells actually did, none of them seemed to have any different interaction with anything I threw my glitter into, so some more tutorialization would be very welcome (Even just a popup text would do the job). I still explored everything I could explore tho, even a little bit out of bounds because you left a huge opening on the hills, so why not am I right. There's actually a little glitch where whenever you jump and use the wand somewhere that isn't targetable you do little dash forward (Or at least, I assume it's a glitch, since it doesn't look nor feel intentional, and I even cheezed a chest with that), but that's actually something you should implement for real on the real deal if you continue working on it, or at least something similar, it made walking around way more fun, specially since the castle courtyard is pretty big.
I had no clue where to go at some point tho, I didn't find any actual ending point, so I waved at myself on the mirror and began my way to kill myself on the out of bounds void, but as soon as I crossed the door to outside the game just decided to crash instead, wich at least was good comedic timing.
Also, the animations are pretty janky, specially the wall cling one, once you climb up a wall with it the witch will just be stuck on that until you land on the floor again after a jump or fall, wich is a little annoying since I wanted to see my gal waving her arms around! I also got stuck inside a wall after grabbing an edge once, and had to restart from last checkpoint.
Speaking of checkpoints, only the first one works, and only the first time lol. Altought, when I backtracked to it to try saving once, a giant frog ghost appeared there, wich I actually don't know if it's intentional or not, but it's actually awesome! I love when sceneries have little changes everytime you pass throught them again, makes the world feel more alive in general!
And here ends my tedtalk, I tried to record it, but Unity fullscreen doesn't go well with OBS on my 4gb RAM laptop, so sadly no professional gameplay video this time
Thanks a lot for the honest review, it's funny you are the first one who found the secret mirror room, but it was definitely not supposed to crash lol. Did you get to find the dungeon in the library?
Yap yap, I found all the 3 spells actually, and another 4th one that was out of reach behind a grate. But as I said, I didn't really understood what they did.
As I said, I explored everywhere I could think of, I only gave up after I didn't had any other corner to check
Was yelling "Alohomora!" in harry's voice everytime I opened a locked object lol
You matched the style and feel of those games very well (a bit stiffer movement)
Great set piece design with the first area in front of the castle
I liked the magic hats design (from reading the games page its the reason she became a witch)
Our teams settled on around the same theme (witch girl) and went in completely different directions with it
great job I hope you keep working on it
Charming game that feels surreal to me, almost like Yume Nikki from a gameplay perspective. It was fun to explore the levels and find secrets. Satisfying to collect the beans, but they seem pointless right now, and also refresh when you reload areas so you cant go off numbers for completion purposes. Could be really interesting with more polish I think, nice work!
fellow witch girl enjoyer 😎👍
i can certainly see the early 2000’s harry potter game inspiration lol. i got like 100 beans and found the cube, and then i assume the game kinda ended there (based on the description)
the wall climb thing let me clip out of bounds a few times, but the magic seems like a very solid core that could be expanded upon!
visually i find this really charming! the characters, the baked lighting and fog all very much evoke the feeling i think you were going for of the n64/ps1. i liked the wand, how it was used to interact with things, and the beans were fun to collect (BEANS). functionally, i feel like it may have been too ambitious for a jam setting. i enjoy that you didn't just have basic combat and you could only stun things, but i couldn't find a real focus while playing. it's got platforming but it's very simple for instance so i wouldn't call it a platforming game. i don't think i got too far in it, there was a bug where i pushed the boxes outside of the area and couldn't progress. still, i'd love to see this continued in a way that doesn't limit your time so much. i think there's something really good here if it got some attention
Nice.