https://ldjam.com/events/ludum-dare/44/mahou-shoujo-monster-promised-fate

Its funny 'cuz "Promised Fate" and "Post Mortem" are very nearly the same thing in this game ;)
Overall our team had a LOT of fun with our first game jam. We got to leverage parts of our in-house game engine to make parts of the game really quickly (especially art assets being contributed by a variety of artists with little need for time-heavy communication). People loved our escalation of tone, and we got great reviews on our music and art :) .
But we made some mistakes, too.
Feedback consistently talks about our confusing gameplay, and while we INTENDED for it to be a bit confusing and a puzzle, we clearly calibrating things wrong. If we'd had just a few more hours, it would have been good to have a better way to express "you do not KNOW how much this pact will cost you. Do you still want to risk it???". Maybe a better way to convey what pacts apply when as well, compared to just having it show up as a damage modifier. Plus, knowing the girls stats would make the damage feel less "random". Maybe a section in the recruiting cutscene listing the girls stats?
I do think we'll polish this up at some point after the jam (we're also working on the second Land in our steam game), so it'll be interesting to see what we focus on with less time pressure, and we expand past "oh god don't make it longer than five minutes or no one will have time to play" as a mentality.
If nothing else, we had another Magical Girl Mini game that was a lighter toned "Pretty Dress Up" kind of deal where you customize each magical girls outfit, and that might be neat to integrate in?
Though, come to think of it...that might be WAY too dark. Its one thing to have this purposefully no-emotional-depth Magical Girl turn into a blood smear, but I think it would be WAY worse if you'd raised her up and gotten her the perfect outfit to max out her stats.
