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ShibeyFaceGames

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A member registered Apr 29, 2019 · View creator page →

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Thanks for playing, and your feedback! The story is kind of a speed run... if I continue this project, I'll probably redo/expand it considerably.

I've received a lot of feedback regarding the combat. I think all the enemies should have reaction frames for being hit, but the fact that you didn't notice is reason enough to assume they need some work.

I tried to keep the scope of this project small, but it ended up still being just a bit too much for my current schedule... live and learn I guess!

I'll have to give it another spin and see!

Thanks so much for playing, I'm glad you enjoyed it!

Thanks so much for playing! I'm really glad you liked the art. I sunk a lot of time into that, and so did Wynn Art for the manga-page sections!

I appreciate your feedback! I'll definitely be tweaking the combat if I continue with this project... I agree that the hit-box detection is too strict on the y-axis currently.

As for your question about the boss... I do think that'd be a good idea! I actually did something like that in my MGGJ7 game, "An Academy Catastrophe."  Unfortunately, most players didn't realize there were 2 endings and just defaulted to the obvious/easy way to defeat the end boss. So... I guess I chickened out this time and kept it simpler.   :(

Thanks so much for playing, glad you enjoyed it! I appreciate your feedback! I've received a lot of comments about the combat, so I'll definitely be updating that if I continue this project. (Note: I will be doing June Mejos and the World Tree one way or another... just haven't decided if this is the right "genre" yet or not.)

Thanks so much for playing! I'm glad you liked the art, I definitely sunk a lot of time into it XD

I've been doing MGGJ since the first one, and I have several other magical girls in the same setting who appear in the various games. If/when I continue this specific game as a longer project, June will probably be the main character still... but other magical girls will make appearances as well. In the back of my mind I still kinda want to make a JRPG style game at some point... if I do that, there'll be additional party members for sure. (If you're interested in seeing the other characters, check out my main itch page!)

I really love the character artwork, especially the MC and her magical girl outfit! The missile launcher was a pretty amusing power. I liked the shooting mini game! VNs are always enhanced by having minigames and other interactive moments, at least in my opinion. The shooting gallery was fun, but it did lag quite a bit in the web version, so I got the bad ending several times... that said, I eventually learned to work with the lag and carefully time my shots, and got the good ending!

A really cute game, great work!

Thank you so much for playing! I'm really glad you enjoyed it.

I think you're the first to comment on the super-hero connection. A lot of Magical Girl media feels like a twist on the super hero formula, and I was definitely inspired by both traditional super-hero media and magical girl shows like Madoka and Yuki Yuna.

I'm hoping to eventually expand this project out into a longer game... but I have several other unfinished projects I may try to finish up first ^^;

This game is a pretty good starting point, as it's the official "origin story" for June Mejos... But if you're at all interested, there are 12 games in the series now on my main itch page... several of which feature June as the main character! (She appears in every game, though a couple it's just a quick cameo)

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Nice, polished bullet-hell game! I really liked the music and artwork, especially the dialogue portraits, which were adorable.

Many others mentioned the difficulty, and they weren't wrong. It's very hard, and though I'd like to play more I need continues or and easy mode! The bullet patterns on the first stage were way too intense for a BH noob like myself. I got her down to about half health and then stuff started raining from above too and I had to through in the towel.

Still, this is well made and surely a treat for bullet hell aficionados. Great work!

The character art is very nice, and I like the music! I think the gameplay needs a little more explanation, as I wasn't quite sure what to do, other than auto-shoot projectiles in the direction I last moved. The blue and red dots look like pickups, but they can't be collected from what I could tell. As others noted, the game crashes at the 3:00 mark.

Seems like a great start, especially the visuals and music. I hope you'll continue work on this game!

Thanks so much for playing! Really glad you enjoyed it. :)

There's not a lot there currently, but as Sunny mentioned below, getting anything done in one night is very impressive! The outline of the game is all there and functions, so that's a lot that you got done in a short amount of time. I hope you'll keep working on it! If not, MGGJ11 will be here soon enough, hope to see you again!

Pretty challenging, but I liked the different abilities! The wall jump, dash, and double jump are all great mobility options. The basic attack combo with the spinning sustained attack was neat too!

The overall game feel was a little off... I had trouble jumping and dash together, and the attacking felt a little stiff. I also would have liked the option to go through the text a little faster during the story segments.

I liked all the original artwork in the game! The royalty free music you chose all worked well.

Overall it's pretty good game! Nice work.

It's short, it's an interesting start! I see it's labeled as a prologue. I don't know anyone else here who did that, ;)

Doing a prologue for a game jam is definitely a smart idea, as trying to cram a whole game into a short dev period is usually tough, and ends with half-finished (or less) games. That said, this game really threw me right into it all, with very little world building, introduction to characters, etc. If you plan to expand this, I'd love to see more of that! As it stands now, there are interesting elements, but as a player it's hard to get invested knowing so little about the setting and story.

Art is really good though! That kept me going, even if it wasn't all finished. I really liked the overall style and look of the game. I wish there had been some music, even if it was just stock/free music.

Overall this a great start! I hope you'll keep working on it.

Short but sweet! It starts out fairly easy, but gets pretty challenging by the end! I managed to just barely win on my third try. The overall look and feel of the game is very nice (as usual for your games!) Definitely on the shorter side this time, but since this was also for a short jam too, that makes sense.

I had a single bug on my second try... the last boss tried to do the "Teleport" attack, but then just sat there instead of attacking... I couldn't hurt it or be hurt by it so I had to restart the game. Thankfully it only happened once!

Overall great work!

Fun visual novel that's just the right length for a game jam! With 72 games to play, I'm grateful for tight, fun experiences.

And this definitely fits that description! The story was enjoyable, the music and SFX all worked well, and the original artwork was a good! I loved the surprise transformation at the end, hehe. I also liked how you worked the rhythm game section in. I enjoy VNs, but I'll always prefer ones that have mini-games and other activities mixed into the story.

Great work! Here's to Chapter 2!

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Wow! This is super polished and complete feeling. I'm a huge fan of Celeste, and this is definitely scratching that itch. It also reminds me of the Knytt series, which is another fav of mine. The over all aesthetic looks great, and though the audio was CC0/free, it was all well chosen.

The levels & progression was all spot on, and I enjoyed all my time with the game. My only nitpick, which has been addressed in a few places, is that it could be more "magical girl" themed... but hey, I still had a great time!

Awesome work!

I went ahead and launched the jam page! It starts officially around the end of the rating period for MGGJ10: https://itch.io/jam/magical-girls-forever-continue-it-jam-ii

Hi there! There will be a page... in fact, I should probably start building that. I'll return with the link when it's ready.

The rules are pretty relaxed, the goal is to keep our projects going and continue to post and share progress! With that in mind, the main "rule" is to continue a MGGJ project from any of the jams (1-10) or alternately start a new project using one of the previous jams as the theme set.  (I'll likely be continuing my MGGJ8 game, which has been waiting since last year)

There's a "continue-it-mggj" channel on the MGGJ discord where most of the updates/progress sharing/feedback will be posted, though you're free to use other channels too, like art-feedback, devlog, etc!

Very fun game! The character and enemy animations are super cute, I love them!

The gameplay is a lot of fun, especially after you get the right combo of powers. For the first half or so, my attack felt fairly weak, but I eventually got an OP combo going and just ran around annihilating everything. My only complaint at that point was that finding the final boss took forever! It was hard to search with minimal landmarks and invisible boundaries.

Nitpicks aside, I had a blast! Great work!

Starts off simple, but things escalate quickly! Well, I played the updated version, so it seems like things were sped up a bit. I do think the bosses still have a lot of HP.

I really liked the progression though... starting simple, building on different attacks, and getting more complicated with each step up! The music notching up with the difficulty and boss ramp ups was a great touch too!

I had a lot of fun playing this, great work!

I got through all the levels and completed the game! For a Mario-style platformer it's on the right track. I encountered a few bugs... it seemed like I could jump in the sky forever if I just held down space, and after I fired one fireball, all enemies in the level would explode as soon as I saw them. (Which was amusing, but probably not intended)

Congrats on submitting, and keep up the good work!

Whew... well, I'll never see the ending except that it's posted below on youtube , but I enjoyed playing through this on easy mode, even if it wrecked me! It's an impressive bullet hell game, and made in RPG maker no less... i feel like I've seen a lot of unique RPG maker games for MGGJ10.

The story was a lot of fun, and the audio/visual presentation was all very nice. Great work!

Thanks so much for playing! I'm glad you liked it. I am hoping to expand this into a longer game eventually, I hope you'll come back and check  it out when I do!

Impressive! I've always wanted to make a tactical RPG, but it seems like it'd be a lot of work, especially for a game jam... and yet, you've pulled it off!

I liked the variety of abilities the player has, and figuring out the best combo of movement and attacks was fun! It'd be cool to see a full team of characters, though I imagine that'd be tough for a game jam period. I also really liked the hand-drawn artwork!

Great job, I hope you'll keep working on this game!

It's a fairly short demo, but it seems like a solid start! I like the core premise of the story. While the art is rough, there is something I find charming about it, especially the player sprite and the intro bedroom. I hope you'll keep working on this game!

A magical girl that turns into a car... this is giving me Utena the Movie flashbacks!

It's an enjoyable concept, and something that I don't think I've seen in any of the previous MGGJs. The racing feel is nostalgic for me, as it reminds me a lot of older racing games I played when I was a kid. I like the visual aesthetic of the game, and the energetic music fits nicely. I had a little trouble drifting well, but I was using the non-recommended keyboard setup... maybe I should dig out my dusty controller.

Great work!

Short but sweet! I really liked the story segments, great artwork! The story was cute, especially the ending. The bullet-hell gameplay in storymode was just the right challenge for a bullet-hell novice like myself (though with the number that get submitted to each MGGJ I've played more than I ever imagined I would by now)

Great work on this!

Thanks so much for playing, and I'm really glad you enjoyed it!

Also, I appreciate your feedback! I agree that the slap isn't one of the most useful attacks right now... If/when I expand this game I've got ideas to both improve it and use it in more interesting ways.

This is a pretty unique game! I like the idea of a dark magical girl stealth game. The atmosphere is spot on. The core mechanics for the first level work well overall, though I had to restrain my impatient impulses to get through it... I'm not very good at stealth games I guess!

I couldn't figure out how to fight the first boss. Their blade attack seemed to reach me no matter what I did. At first I forgot about the dash move, but even dashing the blades would always reach me.

One other thing I'd like to see if you plan on updating this game is a little more "magical girl". Right now it feels like I could be anyone breaking out of jail. Maybe some magical effects or SFX, a clearer character design in game, or other details.

Still, this was a cool entry, and I do hope you continue progress on it! Great work!

It's short, but this is really nice work! The art and music are all excellent. The story was pretty interesting so far too.

The gameplay is very ambitious! There's a lot going on, from picking up weapons to casting spells, controlling the camera, and learning about the story. The controls are a little clunky currently, and combat doesn't feel very satisfying in it's current state. The spells in particular... it was kind of hard to tell what was happening, but the enemy would just die.

Still, there's a ton of cool ideas and I think with some gameplay refinement this'll be a really great game. What you were able to complete during the jam is still very impressive, and I hope you'll continue working on it!

It's short, but there's never enough time during jam periods! Even if it's unfinished, I'm glad you submitted. I like that you made all the art yourself, and in Paint no less! That's definitely a challenge! I hope you'll keep working on this project. If not, maybe we'll see you again for MGGJ11? Either way, keep it up!

I think a bunch of people have already said this, but the character art is amazing! I enjoy rhythm games, but I'm not particularly good at them (with the most recent FNF level, I can't even get through the first song on easy ;-; ) That said, the difficult of your game was perfect for me! It took me a minute to figure out the correct timing, but once I got it was very fun to play!

The chiptune styled music is also really good!

I see 3 songs on the menu, are they all playable? I'm not sure if I'm doing something wrong, but I always get the Sheep Girl no matter which I highlight. (I tried Chrome and Firefox just in case, but had the same result. I mainly use Firefox when browsing, but as a fellow Construct user, I've run into a handful of Firefox-exclusive bugs in my own projects)

If I'm doing something wrong, let me know 'cause I'd love to come back and play the other songs! If not, I'll definitely want to check this out as you keep working on it! (There's Continue-it Jam coming up if you want to join, *wink wink*)

One bit of feedback I had based on what I played was that I'd like more "impact" when hitting successful timings! Currently you get some visual feedback, but I think some sort of audio cue would make it more satisfying to score hits! It's possible you had more planned, so if it's on your to-do list, don't mind me!

Anyway, really nice work! Looking forward to seeing more. :D

That's great to hear! After the rating period, I'll be running a Continue-It Jam! Feel free to join if you like. Even if you don't want to officially join, you can still post progress in the Continue-It channel on the discord. The goal is to continue and share work in a more chill jam, and keep those projects rolling... I find I always work better when other people are also working on projects and posting updates!

It's a quick demo, but there's a lot to like in the short amount of time! The character sprites are all really nice, and the overall look and vibe of the level is great. I really like the music too, it all comes together to build a nice atmosphere. The voice acted character is very well done too.

Great start, I hope you'll continue work on this!

I really liked the character art(both in game and during the dialogue)and overall look of the game! The character animation was nice too. Another thing I really enjoyed was the music in the level, really had a great anime vibe to it!

The combat could have used a little more feedback/juice. Currently hits don't feel very satisfying, and tossing the enemies into the air with any hit makes combo-ing them difficult. I also encountered a few bugs... if I tried to play again after game over, the intro dialogue would not proceed... I had to refresh the page. Falling off the screen at the start doesn't lead to game over either. I think I reached the end of the level, but I didn't find anything there. I imagine that this was due running out of time in the jam, but maybe I missed something.

Still, I think you did a lot of great work on this! It's a great start, and I hope you keep working on it!

I had a ton of fun with this game. It may have scratched a specific itch that I didn't know I had... I really enjoyed the abstract level design! I kind of miss the less "real" levels from older games like Doom, Wolfenstein 3D, Quake, etc.

The gameplay in general was fun, though I do have a few critiques. I wish there were more weapons (a rocket of some sort would be nice!) The two attacks were good, but after a point it did start to get a little repetitive. The controls were solid most of the time, but they were a little floaty and that really hurt during jumping sections. I got stuck in the stairway geometry a few times in Chapter 1 level 3. The end boss... I ultimately beat it by standing behind a pillar and holding down attack. It would have been nice if there was a more "Active" strategy that worked better. That said, beating the boss that way did once again trigger nostalgia for some of those old FPS games where I used to exploit the AI like that.

Overall I really enjoyed this one a lot. Great work!

This is a very interesting game! The aesthetics were unique and a little haunting, and the story unfolds in an appropriately unsettling way. There's a lot I like about it all!

The gameplay unfortunately is a little clunky and there are quite a few bugs. Simply walking just didn't quite feel right. Very slow and hard to maneuver. Another issue I had was the mouse not really syncing well with the view-screen. Also, in each of the boss rooms enemies would start practically on top of me, dealing insta-damage... I often couldn't even talk to the characters before hitting the gameover screen.

That said, I was engaged enough I fought through those problems to finish the game. I'd say that's a big success, as normally I might walk away from a game with these issues. Really great work, hopefully you can come back and polish the gameplay a bit!

This is a really nice visual novel! The art, especially the characters, looks great, and the music and audio all work well too. The musical theming for the story and powers is fun and well done. If you plan to keep working on it, consider joining Magical Girl Continue it jam! There's more info in the MGGJ discord, but it's a somewhat relaxed follow up jam meant to keep the creative momentum going... it'll probably launch officially toward the tail end of the rating period.

Nice work!

Thanks so much for playing, and your feedback! Those are 2 of June's non-magical friends :) They've technically been in the series before, but unnamed... they are in the first game, A Change of Heart in the ending sequence.

The combat definitely needs some adjustment, especially in the hitbox department. On easy, there's not much reason to use any of the glamour-power moves, as every attack deals max damage XD.  It was actually a debug mode originally, but I kinda liked one-shotting everything so I left it in as "easy mode." In normal mode you can still get away with basic punching, but the the other moves definitely make it more fun to play.

Either way, I want to adjust the combat a bit before working on any expansion of this game. 

Scope-wise, I was determined to A) not overscope and B) do something that at least felt like a full short-game, vs doing another "Demo Edition" like A Dream of Dusk and 2Goku. The game is a bit longer on normal mode, due to the lack of one-shotting enemies hehe.

Did I succeed in my scope goals? I dunno, in a way it's still a demo I guess, but at least it acts as an intro for June and can stand alone in that sense.

As for World Tree, yes, this would be the big installment that I keep hinting/thinking about. I initially was going to do an intro-game for it back in MGGJ4, when we all thought it was going to be nature themed. Dreams and Preludes is the spiritual successor to that lost idea... though it's been changed in almost every possible way. (June was just an NPC in the original plan)

I'm honestly not sure what type of game it should be. The plan was to use this as a base for a longer game, but I haven't decided yet if this is the right gameplay genre to continue with. I dunno, I guess I just have to pick a genre and stick with it eventually, or it'll never happen. I also want to finish 2Goku before moving on to a new project. A Dream of Dusk will probably have to wait... it takes place past any of these events anyway, so there's no real reason I should focus on it first.