
Become a magical girl hero and defend the alien world of Proxima Centauri b in Star Girl Proxima! An 8-bit style action-platformer.
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MOZE BYC chodzi babka strzelasz i przchodzi mapy gra mozen ie ywbitna ale moe komu mozesie podabci dla mnei takie se ✂---✂---✂---✂---✂---✂---✂---✂---✂---✂---✂---✂--- FOR DEV - READ THIS ! https://steamcommunity.com/groups/agaimyfani/discussions/0/1638662230362126317/ Pisze rónież normlane pełno prawne recnezje więc jeśli Szukasz więcej recnezji lub zastnawiesz się czemu tyle błedów ? Zapraszam do obserowania i przecyztania opisu na mojej grupie kuratora https://store.steampowered.com/curator/7690491-Aga-i-my/
tl;dr - A cute game with great pixel art absolutely soured by platforming mechanic pitfalls. Cute platforming game where you take control of a magical girl named Proxima. Abilities at your disposal include a second/double jump, dashing, and shooting stars, at the cost of energy/MP points, which regenerate fairly quickly. Over 6 worlds/stage with multiple rooms, you learn to make the most of your abilities to navigate tricky platforms and situations. Now, casually, the game is not so bad. If you know what you're doing, on Beginner it can be a quick stroll. Bump it up to Expert, and some glaring issues become apparent. First of all is the Energy/MP bar. Shooting, double jumping, and dashing all take from your energy/MP bar. Why? Double Jump is already a single use ability, dash has a short cooldown, shooting can be limited to how many shots are present on screen or even increasing the cooldown between shots. Shooting using MP I'm not too confused about, but double jump and dash just don't make sense to me. Limiting their use just slows the game down. It's [i]so[/i] fun to clear a jump/dash/jump/dash and just wait on landing to regain your MP instead of just continuing the game. Which brings me to my second point: It would make more sense if it were apparent how a platforming section is supposed to play out, and you can see what your MP bar is should be at to keep going. Instead, you get [b]bamboozled[/b] more often than not. Used up all your MP after a certain section of jumping then dashing? Here's one of those drill enemies coming right at ya! Hope you still have MP left and it didn't spawn while you were slightly over standing position! So often I was cruising along when it just throws enemies at me out of the blue while I was vulnerable. Towards the end, I found myself either taking hits or dying from getting hit midair because I either misinput and shot diagonally instead of forward/up or I had to shoot while I was in the air and missed my opportunity. Getting hit isn't the end of the world though, you do regain health after every room (on difficulties Beginner and Expert). Get hit in the air though and you can't dash until you're well past saving. WHY? This doesn't make sense to me. I can use a second jump if I have it, but I can't dash for about 1.2 seconds from getting hit midair? Another puzzling limitation in dashing after collision is if you jump and hit the bottom of a platform. It's the same as getting hit, you can't dash for a short period. ??? SPEAKING of bottom of platforms. There are no platforms you can jump through, including platforms you create by shooting . [b]Why[/b] are the star platforms solid? It would make life so much easier, and just plain make sense, if you could jump through them from underneath. It's [i]already[/i] hard enough to hit them as [b]shots spawn in quite a bit front of Proxima because they come from her hand[/b]. It also It is very possible to be right next to a star platform button, shoot at it, and miss it because it goes right through it. [u]And there are multiple sections of the game where you are depending on these platforms to open or you're dead.[/u] This also means when you shoot up or down, it doesn't shoot directly up or down from you, but rather on the left or right side of Proxima depending on which way you're facing. Hope the Orb or Bat chasing you wasn't slightly on the opposite side of where you're facing. [B]SPEAKING OF ENEMIES[/B] THIS IS ONE OF MY BIGGEST GRIPES. MOST OF THE ENEMIES CHASE YOU OR TRACK YOU, AND CAN CHASE YOU ACROSS THE ENTIRE ROOM. THERE ARE ONLY TWO ENEMIES WITH A STATIC ATTACK. GUESS WHICH ONES YOU DON'T SEE AS OFTEN. By enemies that chase you, I mean enemies like the bats from Mega Man. They spawn frequently, and some spawn from Nests that you can't destroy. You can ignore them, but they will continue to chase you offscreen until they reach you, and you can't hit them until they are visible. Your shots disappear once they hit the edge of the screen unless you walk with them. But [b]THE WORST[/b] enemy is the Droplet. It also flies around and chases you, [i]directly over you at all times[/i] (instead of slowly chasing you) until it finally rests right on top of you and [b][i]slows you down[/i][/b]. You can't dash and your jump is only a few pixels high when it catches you, and it will, because it always appears when you have to take care of other enemies or finish your jumps. This enemy made me want to quit [i]every time[/i] and honestly is the biggest reason I dislike this game. WHICH IS A SHAME because this game has great art (the transformation cutscene is so rad), nice music, and a nice concept with the boss room platforming instead of directly fighting a boss. Ironically, the game is much better when you complete it because [spoiler]in New Game+ you gain infinite MP[/spoiler]. UNFORTUNATELY this comes with its own downside as [spoiler]you only get NG+ when you complete it, per file. No ability to select NG+ with a fresh save file[/spoiler]. The game would honestly be so much more fun to play if it started that way, and just focused more on the level designs, in quality and quantity. I wish I could recommend this game, but as I mentioned with the quantity, this is quite a short game. And if you were to not have what it takes to take on Expert, you're stuck with just Beginner mode. No normal, and it only gets harder after Expert. (I get it may be a nod to Mega Man 2 with the Normal and Difficult, but the disparity in difficulty is just puzzling.) So if you play the game, you've really got to be in it for Expert & higher, which means dealing with all the nonsense I mentioned and very little reward. also, 0 coyote time. You your use second jump as soon as you leave a ledge. [b][i]zero coyote time[/i][/b] in a platformer.
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It was a fun action platformer with a mixture of neat level designs and mechanics. It is short, being able to complete an initial blind play in under an hour, but It is a game that i fully expect to see in the speedrunning community. Mechanics are pretty straight forward and all abilities are unlocked from the start. Hidden pickups provide both additional health and special meter. The only issue I had was that the Special meter was used for almost every action aside from the standard jump. Attacking, Double Jumping, and Dashing all used a meter. So, it's important to gather extra special pickups, especially for later levels in which you have to shoot star blocks to make platforms to jump on. The meter does charge fairly fast when you are on the ground, and new game plus gives you infinite meter. So again, It's going to be interesting seeing future speedrunners come up with mechanics for both new game and also newgame+
I was fortunate to play/try out a demo of this game at the 2019 Retro World Expo gaming convention last year and enjoyed it very much being a fan of magical girls, anime, and old school 8 bit style platformers. I got a cute little business card of it and couldn't wait till it came out on Steam to purchase. Now that it's almost a year later, I've now played and won the game. How was it? Fortunately it lived up to my expectations and it was a very good game, the first good platformer magical girl game I've seen/played on Steam. It's not perfect by any means, but still fun and enjoyable. The upsides/pros of this game start with the graphics. The graphics are bright and colorful, and the world designs are phenomenal, showing its own science fiction universe. They have good background depth and detail that draw your attention straight into this alien universe, and no two worlds look the same. Star Girl Proxima herself is well designed and drawn, the typical schoolgirl with pigtails who transforms into her magical girl self which has an appealing color palette, and her sprite animates well along with her magic star projectiles. The evil alien enemies, be it orbs, ships, and other monsters including some which even come from Greek Mythology, also have appealing designs and good animation. Even the cutscene with Proxima's transformation is done well. The controls might take some time to get used to if you use a computer keyboard (WASD to move, Enter to shoot your star projectiles, Space bar to jump, Left Control to sprint fast), but they respond well and are great with some little exceptions. Shooting enemies works well and you can shoot in eight different directions, which is an excellent design choice. The gameplay is great too, it not only captures wonderful 8 bit platformers of yesteryear like Mega Man, Super Mario Bros., Ninja Gaiden, and even ones like Batman, Shatterhand and Vice Project Doom on the NES. It's your typical platformer where you go right to left or left to right, kill enemies and try to make it to the end, with optional routes available to get health or extra shooting power if possible. Four difficulty modes exist, but the game itself is actually quite challenging to where you might have trouble on a certain spot before you figure out what to do, sometimes you might die over and over again but fortunately you have unlimited continues so it manages to be challenging without being too frustrating. It's very fun blasting enemies and monsters whilst going through cool unique worlds, and brings a wonderful nostalgic feeling of older platfomers, as this game has as much creativity, effort, heart and passion put into it. There are downsides/flaws to it however. The first is that despite the "About this" section explaining it, there is really no story inside the game except for a cutscene of the magical girl transformation at the start (Proxima doesn't seem to have a civilian name in this game also) and one at the end, and there is no explanation as to how she goes from the city to an underground cave to a snowy forest, etc. The second is that at times the jumping can be a little frustrating, and it can be a pain to get up certain jumps (usually side to side distance ones), and the controls for jumping while still great, are a teeny bit too sensitive so sometimes you'll double jump by accident when you mean to jump once off a platform. The third is that while the star projectiles do the job, a little more weapon variety like other types of attacks would help add more depth. The fourth is, without spoilers, the ending may be too simplistic and lacking for some people, but it's more of a nitpick as it doesn't lower the replay value for me and I'd play it again any day. And a warning, if you're going to configure your controls if playing on a computer, select the option that has a KEYBOARD beside the word "Controls", not with a controller, if you try to configure the controller controls with a keyboard, it crashes the whole game. So overall, if you love anime/manga, magical girls, and old school platformer games, pick this one up, it's worth the money and it's very, very fun. It definitely was worth trying out at the convention and worth the wait for the release, I can't wait to see what Giant Evil Robot might have next in store!
Very boring level design. Nothing really made me want to explore or try harder difficulties, I just wanted it to end as soon as I could. lol Not much else I can say, there isn't really anything to say.
This game is a great throwback and pretty fun platformer. Music is the stand out part of the game, but its a solid package.
This is a very simple plataform game. There's a few secrets here and there but is very straigh foward. The later levels get a little hard but not too much. NewGame+ is pretty fun on higher difficulties. Worth if you have an hour or two to burn.
There was a single room that you have to be REALLY precise in your inputs (think it was a secret room in the ice world?) which was more difficult than I think it had to be, but other than that I had a good time. Credits only list two people, which makes this all the more impressive.
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