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I finally got to playing this one. (And time for bed now, more games tomorrow, lol)

I can really feel the effort you put into this game! I know you've mentioned "programmer art" before in your comments, but honestly, I was drawn into the game in a way that made the art work for me. The story was good, made me think a little of Game of Throne/The Witcher. Not a typical Magical Girl Game, but hey, that's ok! I LOLed at the castle entry scene! That was great! The sound and music all worked well too.

If I had one critique, the gameplay was very "floaty" which was OK at first, but made invading the castle a real challenge. It was like I had butter on my feet as I tried to land on roofs and jump those walls. I did really like magic blasting big groups of soldiers and seeing them fall like dominos, that was awesome! The close combat was a little less satisfying, but got the job done when needed.

It's been fun keeping up with your updates and progress! This is the sort of thing I miss when Jams  end. ;-;

Great work, keep it up! :)

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Glad you liked it! I put in a lot more effort than I'd expected to at the beginning of the jam, that's for sure. I figured I'd maybe use half the time alotted... that presumption didn't hold long.

Game of Thrones is a huge influence despite my complex love-hate relationship with it, as I've mentioned in my postmortem. The Witcher wasn't a conscious influence, but I have some familiarity with the verse and I've played a bit of The Witcher 3: Wild Hunt and I can see where you're coming from there.

Which castle entry scene are you talking about? I started out with the intention of making a serious game but in the end couldn't resist having fun with it.

One of my friends who tried it mentioned the floaty movement. Unfortunately this was I think 2 days before the deadline so there wasn't much I could do about it at that point. There's also some bugginess with non-terrain surfaces (like roofs) which probably doesn't help either. Movement needs to be fixed in my main project as well, it has a similar floatiness to it although it's not as glaring since that one doesn't require you to do parkour. So that's definitely something I'd like to improve in the future.

I found myself using power attack almost exclusively in testing, usually in combination with power dash. It definitely is a lot more satisfying to use than the normal attack! I did increase the range and rate of the normal attack after some testing which made it a little less useless, but still boring. So swapping it out with something more effective (and maybe more magical?) might be in the cards if I take this further.

Not sure if there are multiple entry possibilities, but the one I got was ********spoilers*******    the catapult. It was hilarious AND awesome when it transitioned to the action gameplay. My only experience with the Witcher is the Netflix show, though my wife is a huge fan and has played every game and read  most of the books. Your setting feels in-between the two, more magic than GoT and less than the Witcher.

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Oh, the trebuchet scene! I think that started out as a silly little idea I had during a late night dev session and then decided to actually implement the next morning. It elegantly solved the problem of how to start the castle scene, and is kind of awesome if over the top. I think it's one of the things that pushed me toward first-person gameplay- I thought the transition and flying through the air would work really well from that perspective. It's one of the sillier moments in the game but also one of my favourites.

I haven't actually seen the Netflix series. I've heard it's good but I've been trying to get through Game of Thrones first.