TwoGoku
Press [U] at any time to toggle fullscreen mode!
Created for Magical Girl Game Jam 8, current release: New Years 2024 updated demo!
What’s it like being one of the best agents at a mysterious corporation? A huge pain in the ass, if you were to ask Number 21! She’s in charge of the Golden Corridor, a dream passage used by the Nexus Hub Corporation and its private team of Magical Girl agents. A powerful Magical Girl in her own right, Number 21 wants just one thing: freedom. Or at least a vacation. Mopping up messes and coordinating missions is a total drag, and the work never ends.
She’s finally been given a day off, but fate has other plans for her. A day of multiversal mayhem is ready to give her the ultimate test of patience!
Guide Number 21 through one of the most aggravating days of her life as she deals with not only the constant threat of Nightmares, but also villains, heroes, monsters and other interlopers from across the Magical Girl Game Jam multiverse and beyond!
Will she ever get a break?
Controls:
- [AWSD] to move
- Hold [SHIFT] to move slowly.
- Mouse cursor to target.
- [Left Mouse] to attack.
- Hold and drag [Left Mouse] to select and chain enemies.
- [Q] and [E] to cycle through special powers.
- [F] or [Right Mouse] to use a power. Requires energy.
- [P] to pause game and access the pause menu.
- [U] Toggle fullscreen mode.
The player can only be hit on the heart spot on their body. Chain attacks to earn bonus points and increase drops!
For more Magical Girl fun, check out the whole series: https://itch.io/c/1097042/basin-lake-magical-girls-series
Wait a minute... what the heck does 2Goku even mean?
TwoGoku or 2Goku is an in-joke taken too far. It’s also a questionably canon spinoff of Dogtopius’s Tengoku series. On top of that, it’s a celebration of the Magical Girl Game Jam and the creators who have continued to participate in it.
The question was asked on the Magical Girl Game Jam discord, “If Tengoku is out, when is ElevenGoku coming? And what happened to 1-9 Goku?” And for some reason that none of us could explain, creators began claiming X-Goku titles with the goal of making the missing games. 2Goku is my contribution to this strange project.
The OST for TwoGoku is now on SunnyChow's soundcloud! Listen here: https://soundcloud.com/sunnychowtheguy/sets/twogoku
For more Goku Goodness, please check out these other games:
- Tengoku Series by Dogtopius. (The OG that started it all)
- TwoGoku by ShibeyFaceGames (You are here)
- Threegoku by Type G4
- Se7engoku by XCVG
TwoGoku Credits:
Art, Game Design, Scenario, and Program by ShibeyFaceGames!
- shibeyfacegames.itch.io
- @ShibeyG on Twitter
Music by SunnyChow!
- sunnychowtheguy.itch.io
- @SunnyChowTheGuy on Twitter
Sound Design by Facemelting Solos!
- facemeltingsolos.itch.io
- @Facemeltingsolo on Twitter
Sprite Font: Facsimile_8x8 by Paige Ashlynn!
- mxashlynn.itch.io
- @MxAshlynn on Cohost
Status | In development |
Platforms | HTML5 |
Rating | Rated 4.7 out of 5 stars (3 total ratings) |
Author | ShibeyFaceGames |
Genre | Action |
Made with | Construct |
Tags | 2D, Bullet Hell, Female Protagonist, Magic, magical-girl, Pixel Art |
Development log
- The TwoGoku OST is now on Soundcloud!Jul 09, 2024
- New Years 2024 Update!Dec 31, 2023
Comments
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The game shows promise, but please make the player's projectile attack instant, or at the very least, much faster. It's tedious having to wait on it to go from the gap in the bullets where you are, all the way to the enemies that shot them AND wait for it to come back, only to have to do that 3+ times for nearly every enemy after level 1. Even when you're right next to enemies and repeatedly clicking on them, it still takes them longer to die than normal bullet hells let you kill enemies on the opposite side of the screen from you (in fact, maybe you should lower enemy HP across the board as well). It's worse if you're trying to do combos, because then you ALSO have to spend time dragging the mouse around to connect each enemy (and in the right order sometimes), all while they're moving around and shooting at you, requiring you to stop aiming and move around tightly-woven projectiles as well.
You say you're not good at bullet hells, but your game's core aiming & combo mechanics demand more skill and multitasking than any bullet hell I've played, continue systems notwithstanding...so maybe just make the full game a normal SHMUP instead (á la Gradius, Hydorah, etc.), with normal-sized hitboxes and with the current level 3 difficulty being the final game's final level difficulty.
I also think it should be made clearer as to when invulnerable bosses can be hit. For the start of June's boss fight, my attacks kept making the "immune" sound effect, but I also couldn't interact with the unique flashing bullets in any way (they just hurt me like normal bullets). It wasn't until after my first game over when I tried attacking the boss again and was suddenly able to deal damage, and I'm still not sure what I was expected to do. Likewise, the stasis tank boss should have a clear visual to show that the laser only disables its shield instead of dealing damage itself like you'd expect, and only while the laser itself is active (though I think it'd be better to have the laser disable the shield permanently so the player doesn't have to hover around the top corner of the arena the whole time).
Oh, and you should have a warning for when enemies are going to come up from the bottom of the screen, since that rarely happens in vertical SHMUPs.
P.S. Will the composer put the soundtrack up for download anywhere?
Thanks so much for playing, and all of your feedback! I appreciate it, and it'll definitely help me going forward as I continue to build games.
TwoGoku is in a weird position because it was A) experimental, B) an in-joke taken somewhat seriously, and C) primarily made for a handful of people on the Magical Girl Game Jam discord.
I won't pretend that the experiment was a resounding success, or even close to that, but it satisfied what I was attempting to do. I plan to finish it, but honestly don't think I'll be making major changes to the gameplay. It's built fairly janky (being a jam game) and it's going to be hard enough to find the time to making all the rest of the levels... altering the core gameplay will unfortunately be too much work for the amount of time I'm willing to spend on this.
That said, you've made some suggestions that I can definitely try to add in the future, such as better call outs for invulnerable moments during boss fights, etc. When I get back to working on this(TBD, no real timeline right now), I'll look over your suggestions and see what's reasonable to try and add.
If you want to try a more standard SHMUP in the series, check out "June Mejos and the Moonlit Curse" on my page. That was my attempt at something more normal in this genre.
As for the soundtrack, I'll ask Sunny if there's anywhere he posts his music!
Thanks again for playing, and taking the time to leave all your feedback, it's very helpful!
Hey there, just letting you know the composer has posted the soundtrack on Soundcloud: https://soundcloud.com/sunnychowtheguy/sets/twogoku
Thanks!
Crazy good! Was not expecting a second boss.
It might be nice to add a placeable forcefield mechanic. That way I could focus my eyes on enemies instead of just dodging and wiggling the mouse. You could even make it targetable like in that first boss fight!
For sure in the running for best game of the jam!
Thanks so much for playing, and I'm really glad you enjoyed it! I got that second boss in by the skin of my teeth hehe... it was a tight jam for me.
I'm hoping to add a few more player powers in the Devtober update, a shield of some kind is definitely a good idea!
Whoa, playing from the perspective of the Golden Eyed Girls. I probably should have seen this coming but I was still surprised!
Great work – really impressed by all the little details in the character designs.
Thanks for allowing me to keep playing even when I die; it’s nice to be able to follow the story even as a non-expert ^___^
Now Basin Lake has gotten me to play not just my first Tower Defense but my first Bullet Hell, nice
Thanks so much for playing! I'm working to make my games more accessible, and I'm glad you were able to enjoy this one. (I'm not very good at bullet hell games myself XD )
Hoping to expand and finish this game during Devtober! We'll see what life throws at me though.
very cool! just please get a fullscreen button since i cant see the entire game at once :) ( its literally one click )
Thanks so much for playing! I do have a fullscreen option, press "U" on the keyboard at any time and it should toggle between full and windowed.
That said, I guess there's no reason I can't also turn on the itch button too. XD I'll do that now.
great! thanks for replying!
This was so fun!! I can't wait for the full game <3
Thanks so much! I hope you'll be back for the updates, tentatively next month during Devtober!