Cute high quality art, cute story. Impressive to complete a decently synced and charted rhythm game for a game jam. Judgement seemed a little strict, maybe skill issue. The songs were a smidge too long for my personal taste. Very good work!
TheWanderingShadow
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Liked the writing. Interesting use of rpg maker for an action game. Liked the way you used rpg elements like spell casts. Didn't like missing attacks so much, feels wrong in an action game. Couldn't find a way to restore mana. The maps were quite large and hard to find direction in. Sound effects were satisfying but spammed a bit much especially when many projectile enemies were present. Liked the enemy art and relative amount of enemy variety.
Clever game. I liked the varied magical girl designs and movement patterns. I think assigning star limits to different spaces is an inspired move. The AI seemed to be decently smart, they wouldn't just freely walk into squares I was threatening. Animations moved too slow for my liking and the game was a little too easy from what I played of it (only a few levels). Would definitely like to see this expanded on.
Love the music choices. I liked the defense concept though I was upset that as the game went on there was never any window to go buy upgrades with the size of the waves and the inability to deal with them all at once efficiently enough. Was a little tricky to make the fireball motion work, which is unfortunate considering spamming it seems to be the only way to win. In a more fleshed out game I would hope the tech would perform a roles that are sidegrades to the main combo rather than nearly obsoleting it. Really liked all the moves though, they were quite satisfying to do. Took me several tries but just baaaarely won the game in the end. Good work!
Tama, you could have talked to her in a day or two, you didn't have to LITERALLY REVERSE TIME! On a serious note, your characters are always so endearing, it's great. A little embarrassing but I didn't realize how to skip until my third playthrough, I kept clicking too fast for the tutorial icon to show up. I really like the overall game concept, I was expecting a straightforward visual novel and was pleasantly surprised to see the time management element appear. I like the element of added tension provided by the combat, but it's a bit of a shame that fighting even one of them seems to lock you out of the best ending. I was pretty proud that I managed to already find the solution by my third playthrough then lock in the correct sequence on the fifth. Got a bit addicted to trying to see as much dialog as I could afterwards, and I conclude: Paisley, you're hard as heck to shop for! (Yes, I know that's the point.) Great work!
Very playable game. I appreciate that difficulty does steadily increase in the level design, though it only became challenging near the end. Was mildly disappointed that the shooting was not incorporated more. Got slightly annoyed when I was never sure which direction to go from a checkpoint until I bonked an invisible wall. Largest pain point was the sluggish camera and slow imprecise platforming combined with spikes that have larger hitboxes than they appear.
I do like isometric shooters. Good feeling movement, anticipating that it will feel great with juice added. I like the architecture as well, though I noticed that the buildings would sometimes stay translucent even after I've passed behind them. Also enemies occasionally snuck some shots at me from behind buildings.
Truly gorgeous artstyle and juicy polish. Writing is energetic too with a cool setting. UI is very unclear though. Almost didn't actually play the game because I couldn't figure out how to start. Then I almost didn't play through the tutorial because it was drop dead boring. Not sure what the point of having to just press the button at a set rhythm for so long. Once the combat started I didn't understand that I was supposed to let the enemy play out their turn after mine. With this game structure, it's just crying out for a Paper Mario style ability to respond to an enemy attack on the beat instead of just waiting for them to hit you. The cooldowns on your own ability also seem redundant; just make the abilities more of an interesting decision. it was very hard to pay attention to what I was actually doing to the enemies because I was focused on the rhythm. Seemed to work out, though; the enemies kept dying. I quit at the second "Can you keep time" segment, but I hope to come back when you've developed this more, because it's dripping with potential.
Adorable artstyle and animation. I admire how well the cutscenes work as well. Good music choices too. The writing and character designs are very charming. The loop of going through a level and then speaking to friends is a solid idea. The platformer is functional and obviously needs a lot of polish and juice as well as interesting enemies. The only fundamental request I have is the ability to control the jump height based on how long the button is held. Rocketing through the sky at one press made things feel quite slow.
Ambitious and interesting idea. Good art and animation. I like the writing, and the premise of playing as the evil faustian magic creature. I'm also a sucker for the concept of having real time gameplay actions serve as dialogue choices. However there should be a prompt of some sort to indicate whether to do it or not. Don't think I ever figured out how to wake up Esther properly, I had to scoop her out of bed with a keyboard. The platforming was indeed janky; putting disappearing platforms in an engine that requires you to charge up the jump is practically a crime. I like how the level has multiple paths though.
Smooth feeling platforming engine, but pretty buggy game. Softlocked repeatedly by falling into a bottomless pit and through the ground, dying then respawning then falling through the ground, clearing the bottom leftmost room and speaking with the magical girl at which point the game softlocked on the placeholder dialogue box. I'll see how the updated version looks.
Solidly made arena shooter. Things could have moved a bit faster though, felt like treading through mud. I played 1.03. The generic stat upgrades felt not too interesting and not sure what each of them did like looting%. The new cards were pretty cool as well as the combination ability but there didn't seem to be many slots to use them. I assume one of the shrines would upgrade that, but there should be a notification when they spawn in since it takes such a long trek to get across the map. I'll see what the recent update looks like but this is just rating the version I think you submitted.
As before, I love your artstyle! And I think this is a great improvement from the last time, just needs the difficulty tuning. I think if you made a version of the timing bar that's translucent and closer to the center of the screen it would be easier. I like how the enemies move to the rhythm. I like the strong and rhythmic song choice. I also like how missing the timing isn't the end of the world and you still throw a weak projectile out. Unfortunately I think it can be exploited by mashing the button so an occasional strong attack comes out. I wasn't able to make it very far, but I'll be sure to come back, as the conversations between Song and Alucard were very funny.
I don't know how strict the timing is but I swear I was pressing to the metronome and it only happened every now and again. Should pick a music track with a strong beat of its own so one doesn't have to rely on the ticking. Something like Crypt of the Necrodancer. Think this idea could work very well with something like that. I'm stuck on this criticism because other than that it is very fine and functional of a shooter.
Very good implementation of the mashup! I like the concept of ramping up in power as the battle goes on. Surprisingly good story too, despite what little there is. Clever how it is doled out gradually from turn to turn. I wouldn't have minded the conversation taking place in its own screen if it gave me the power to advance the text myself, waiting for it to scroll was testing my patience even with the bars maxed out. I was only able to beat bosses by constantly powering my normal shots, which is unfortunate; perhaps the one-off attacks could do more burst damage to keep pace. I hope to see more!