A downloadable game for Windows

CHALLENGING HIGH-OCTANE MAGICAL GIRL ACTION!

Slice, dodge, and blast your way through waves of Inverse to rescue your missing sister! Slow down time to evade deadly attacks and deal massive damage to armoured foes before they can even react!

A top-down action game inspired by the likes of Bayonetta, Vanquish, Devil May Cry and Hyper Light Drifter. 

Developed in 4 weeks for my first game jam, #MagicalGirlGameJam4

27/09/21 - V0.1.1 Post-jam patch is released! See devlog here.

CONTROLS

Keyboard + Mouse and Gamepad are both supported. 360 controller mappings are provided for reference below, but the game should be compatible with other Xinput gamepads.

KB+M360 Gamepad
MoveWASDLStick
AttackLeft mouse buttonX
DodgeSpacebarRtrigger
RunSpacebar (while dodging)Rtrigger (while dodging)
AimRight mouse button (hold)LTrigger (hold)
SlideRight mouse button (hold while dodging)LTrigger (hold while dodging)
ShootLeft mouse button (while aiming/sliding)B (while aiming/sliding)

Secret controls (KB+M Only)

  • Escape - Quit
  • R - Restart the game
  • F - Fullscreen mode
StatusPrototype
PlatformsWindows
Rating
Rated 4.0 out of 5 stars
(1 total ratings)
AuthorJintor
GenreAction, Shooter
Made withGameMaker
Tags2D, Arcade, Female Protagonist, Pixel Art, Top-Down, Top down shooter
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Mouse, Xbox controller

Download

Download
Jetslide_0.1.1_Win32.zip (Post-jam version) 69 MB
Download
Jetslide_0.1.0_Win32.zip (Jam entry) 68 MB

Install instructions

Unzip and run the Jetslide.exe contained within. 

Development log

Comments

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I want to play this but I don't have Windows. Is there any chance of a html or Mac version?

hmmm... HTML5 build is pretty broken... I'll look into what I need to do for a Mac build, but no promises I'm afraid. Thank you for your interest, however!

This game is so fun! It's quite difficult (or maybe I am just bad at video games) but I still had a great time. The art is quite pretty as well.

Just out of curiosity, what engine did you make the game in?

Thanks for playing! The game was made in Gamemaker Studio 2 (which is why there's no working HTML5 export...)

Looks great, the dodge roll when traveling up looks like it should travel further but it's probably just the perspective. 

Love the mechanics "borrowed" from other character action games, very well implemented.

I want to be able to go further into witch time mahojo time if I keep dodging bullets while already in mahojo time as a counter balance to when the room is very full of enemies.

(1 edit)

that's a good idea... i thought it reset the clock but i guess it just resets the FX without actually resetting the timer! i'll futz with it a bit and see if its imbalance

/edit Hmm, I checked and the code should already be resetting the timer if you dodge while already in witch time... I'll have to start exposing some vars and see if that's actually happening or not. I'll put on a list.

Or just use VFX to make it clear the timer has restarted cause there's no clear indicator how much time left in witch time you have. 

Vanquish uses a bar on the character model (who was very close to the screen) and bayo used a clock on screen that did a full revolution while in witch time. 

It's weirdly easier to dodge attacks at real time than in slow time, so it's hard to check.