[Fullscreen recommended! Press "U" at anytime in game to toggle fullscreen.]

Mysterious forces are prowling the streets of Basin Lake City, and they’ve begun harassing the local Magical Girls. Camilla Pierce has a history of antagonizing Magical Girls herself, but she doesn’t take kindly to newcomers moving on her territory. Camilla’s ready to run, jump, and climb her way to the heart of matter, and teach these interlopers a lesson. Danger is no worry for Camilla, as she is unable to die.

Meanwhile, one of Camilla’s much older problems seems to be stirring…

An action-parkour platforming adventure!

(Created for Magical Girl Game Jam #4, Aug-Sept 2021! Themes: Golden, Unbreakable)

Controls:

  • [ARROW KEYS] or [AWSD] to move
  • Press [Z] or [N] to Jump. Press in the air to Double Jump.
  • Hold [X] or [M] to grab onto a wall or zip line.
  • Press [C] or [B] to attack.
  • Wall Jump by pressing Jump near a wall. Can be repeated from wall to wall.
  • Press [DOWN] or [W] while Running to Slide. Also an attack.
  • While Grabbing a wall, hold Left or Right and press Jump to long jump.
  • Press [U] at any time to toggle Fullscreen.
  •  Press [P] to bring up the Pause Screen. You can resume, quit, or retry levels here.

Newly added to v1-2: On the pause screen there are now a variety of options.  Some of these options, under "Assist Mode" will make the game easier for players who want to enjoy the story or learn the levels in a lower-stress way.  "Assist Mode" options can be toggled on and off as you play, so use it as much or as little as you like! There is no story or ending penalty for using "Assist Mode," but you will get a stamp on the final screen showing that it was used during your play-through.

For even more Magical Girl adventures, check out the entire Basin Lake Magical Girls series: https://itch.io/c/1097042/basin-lake-magical-girls-series

Art, Game Design, Scenario, and Program by ShibeyFaceGames!

Music and Sound Design by Facemelting Solos!

Trailer:

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Click download now to get access to the following files:

CPvGG v1-2 win32.zip 103 MB
CPvGG v1-2 win64.zip 110 MB

Development log

Comments

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(1 edit) (+1)

Nice work Shibey. Solid worldbuilding/narrative stuff as usual. I liked how you were going for a bit of momentum based platforming with the slide move. Nice run cycle as well.

I think the platforming felt a little rough. You could have a slight period after the player walks off a platform where they can still jump (And not do the double jump). I think the spike hitboxes could also stand to be slightly smaller, or the player hitbox slightly smaller to leave a bit more room for error.

I feel like the ziplines should conserve your momentum, at the moment they just cause you to slow down.

I think in a momentum based platformer it might be better to have the player's attack hitbox be a circle around the player rather than in front.

You could consider having a slight invulnerability after respawning -- in the boss fights I found myself getting killed and then immediately getting killed again.

I felt like the wind was a bit too strong, running against it made you a bit too slow.

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Hey there! Thanks so much for playing, and all the great feedback. You're spot on about the hit boxes, both moving and attacking. Those are on the top of my list for a post-jam reworking.

I agree on the ziplines, they're functional currently, but don't feel great to use. I'll have to try and rework those. The wind does also need another look... you can actually cruise right through it with the right combo of moves, but I doubt may players will have the interest or patience to figure it out... so as it currently stands, it'll just feel like an annoying roadblock.

I think I will probably add the brief invulnerability as well. I found the multi-death thing kind of funny, and it didn't really get in the way too much, so I left it in. But that probably wasn't a good choice haha. (At least one player in the jam comments saw the humor in it, so I feel slightly validated.)

Thanks again for taking the time to share your feedback, it's big help! I'll be doing an update (with a "secret" stage 7&8) sometime this fall/winter, and I'll definitely be doing other tweaks, updates and polish too. Hoping for Devtober, but my work schedule is crunched so I'm not going to commit just yet.

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This is a really fantastic platformer. Tough but fair level design with tight movement that feels great. I'd pay for a full-length game of this.

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Thanks so much for playing! I'm glad you enjoyed it. I'm planning a (free) expansion update sometime this fall/winter, adding 2 new stages after the current best ending.

My jam games are a way to test gameplay, art, etc. before embarking on a longer project, so I really appreciate your feedback!

(+1)

This is suuuuuper cool!! Very fun and very challenging! I got to the fight against 21 and finally had to give up, cause the hyperspeed respawning was a little rough on my eyes

But, I think someone better at action games on a keyboard or more into grindy platformers would not have this problem.

I loved the art style as always. It seems your art is getting better and better! I especially loved the sunset background in the first level ~~ beautiful!

The writing is great; I’m intrigued by where the overall Basin Lake story is going….

Music is catchy and heart pounding, too ~~ perfect!

I feel like maybe the horizontal hitbox on Camilla could be narrowed a bit. Especially during the “dodge the spikes” sections, I felt like I was dieing without actually hitting anything

Great work! Keep going!! :D

(+1)

Ahhh, sorry to hear that the respawn was doing that to your eyes! I hadn't considered that. (Fun fact, I initially had a "dynamic" camera. It worked well, except that it gave me horrible motion sickness, haha)  I've got an update planned eventually, maybe I'll add an option to disable the flying back to the portal, and instead snap back.

You're not the first to mention the hitboxes. I may adjust those during the update as well.

Credit to Facemelting Solos for the music! They've done amazing work for this series.

(+1)

Just FYI this is the spot where it got too much for me:

Thanks for making this!!

(+1)

Thanks for that info! It probably only gets crazier re-spawn-wise as the level proceeds. The less intense respawn option will be a priority for the fall/winter update!

(+1)

Thank you! :D

(1 edit) (+1)

I can also try to get a controller working with my PC and then I probably would just not die as often 😆

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I’m so glad these games are growing into an entire series! ✨

(+1)

Thanks for checking it out and keeping up with the series!  :)  I hope you've been enjoying it. I was planning to do another game for Yuri Jam 2021, but work may get in the way of that. But there will be more one way or another!

(+1)

I understand, I missed out on two jams I wanted to do recently cause of work. I’ll keep an eye out for future games in the series!