Very polished and fun! Died a few times but I felt like I was an expert at controlling it by the end.
Ayback
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Its a cool game that kinda reminds me of the arcade games of the Atari era (no-nonsense and just jump right in to the gameplay, black background, lots of flashing!) I managed to get six bosses. I had the most trouble with the Launcher boss, but it was the Splitter boss that kind of istakilled me somehow (I couldn't see what happened due to the flashing lol)
Thanks for the detailed review. You hit the nail on the head as far as one of my biggest issues with this game and the story I was trying to tell - it takes forever to get to the "game." I wanted to show Chiyoko's life pre-magical girl, just for one day, but it kind of drags since there are few choices and pretty much nothing to do. I've considered some ways to fix it, including trimming it down, or adding more interactivity to school / hanging out / etc, or adding a fight or dungeon during the nightmare sequence. There definitely wasn't time to fix it during this game-jam, but I'm still considering it.
The 8-bit style graphics use the NES color palette but I actually did partially base them off of the MSDOS games I played many years ago. The black backdrop with the ornamental UI frames were inspired by MSDOS KOEI games, though my pixel art doesn't really come close to those.
Thanks for checking out my game, and for hosting this game-jam! I was wanting to make a magical girl story for a long time, so when I found out about this jam I kinda went all out. I've already started on a post-game-jam demo, which fixes some of the issues and adds some stuff that didn't make it in. I'd be happy to post updates on the discord, and I look forward to participating in the next game-jam as well!
Excellent presentation! The characters were fun and the graphics and sound are great! For the mechanics, I feel like the batting could use a slight visual cue of some kind, as the angle makes it hard to tell how close the ball is. The pitching also seemed a bit random - it didn't seem to matter where I aimed in determining where the ball went or whether or not it was hit.
It was still a fun game, even though I lost 12 - 1! 🤣
There isn't a way to save due to RPG Maker MZ's handling of Message Boxes. You can't really do anything during a sequence of messages other than press ENTER or ESC, both of which just go on to the next message. Adding a SAVE menu during the day kind of throws off the pacing, but I might consider adding them in places. Other than that, I'm thinking I'll either add a "RETRY" option after a bad ending, or just make it so there are no bad endings and have the game continue after losing the battle (Winston intervenes and saves you, Chiyoko blacks out and unleashes some crazy latent power and drives the enemy away, etc) I was moving towards the latter solution, but burned out and ran out of time.