Majin and Sacrificial Girl

Majin and Sacrificial Girl

released on Jan 06, 2023

Majin and Sacrificial Girl

released on Jan 06, 2023

A card battle game while exploring dungeons. There are 15 floors in total, and it is cleared after defeating the boss on the bottom floor. There are 17 types of cards. Move with arrow keys and play with mouse clicks.


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A solid little surreal game.

Excellent vibes and aesthetics. Big 3DO vibes but replacing the clunkiness with a surreal sped-up pace.

Maybe a bit too long... or at least not offering enough sense of discovery to support a whole 1-2 hours of dungeon crawling. The ending was funny tho.

The sfx and music of this are bad, so I decided to mute it and blast Drukqs by Aphex Twin through my speakers instead. It was absolutely worth it.

I found Majin and Sacrificial Girl to be a surprisingly okay experience. I don't consider myself to be the biggest fan of deckbuilder/card battler games unless there's some kind of trick to give it a pull.

To compare with some others from the small handful I've actually played, Inscryption draws me in with its art direction, presentation, and the way it handles giving the player power-ups in subtle, fun-to-acquire ways that I cannot talk about any further at risk of spoiling the game. It's great, go play Inscryption.

SteamWorld Quest: Hand of Gilgamech got me simply by being a SteamWorld game. I can't recommend it too much (I also gave it a 3 out of 5), but it was an enjoyable enough time. What can I say, I'm a sucker for robot characters. Look at my dang username.

The last one I'm gonna bring up is Slay the Spire because if you're into deck builders at all, you've played this. And if you haven't played this, you are lying to me. And if you're not lying to me what the hell stop reading this review and go play Slay the Spire but actually go play Inscryption first because I like it more but after you're done with Inscryption go play Slay the Spire jeez

Anyway, while Majin lacks the depth of Slay the Spire, the simple charm of Steamworld Quest, and the overall presentation and polish of Inscryption, it does have a very cool art direction that pairs well with Aphex Twin. I can't say that about most games, and for that it barely passes into "I liked it enough" category. Cold_Comfort mentions that you might as well just look at the itch.io page itself for the full experience, and I'm in agreement for the most part.

I can't recommend actually playing this.

But overall I'm glad I did, and I'm really grateful to have an extra motivator play these kinds of games through the Game of the Week on the Backloggd discord.

Maybe the real Majin was the Sacrificial Girl we met along the way. :)

oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo

Semi-related, I know everyone uses ratings on this site differently but I think this game presents a really good example of how I've been having more fun rating games on here. I don't use half-star ratings these days because it's just much easier on the brain and it's a waste of time to be nitpicky about whether Zombies Ate My Neighbors is actually just a 3.5 because it's a little repetitive and difficult, or if it's a little bit higher than a 4 because of the doofy protagonist character with his 3D glasses mowing down zombies with a weed-whacker. Who cares, I'm rounding up, it's a 4. Whatever.

Majin was an interesting example for me to rate, because the game itself works okay. There are some things that I found to be a little off/unexplained, like how when some enemies have a glowing background it means that your card cost increases. It never tells you this outright, and it took me a few tries to understand what was actually happening. Navigating the maze itself is easy, and I appreciated this more than anything. I genuinely enjoyed the progression of deckbuilding as it happened, while there was never much reason for me not to immediately add a new card to my deck (except for maybe the Fruit card, idk). There's not too much depth to it, but I appreciate that about it. The music sucks, the effects are a little weak, and the plot is lackluster, but given that it's also an itch.io game presumably made by one person, it's hard for me to hate this, and I'd feel actively bad giving it a negative rating after genuinely enjoying my time with it. Plus, because I don't use half-stars, it forces me to commit to a concrete positive or negative, which I actively need to do for my mental health.

Most importantly, watching the little mushroom guy dance while Drukqs played in the background genuinely made me smile more than once. Easy 3.

Anyway, here's my personal very generalized way in which I categorize game ratings. Thanks for reading.

1 = Trash. Either flat-out does not work, or morally reprehensible. Possibly both.

2 = Mid and I don't like it, or there's just something holding it back from being actually good.

3 = Good video games and experiences worth merit begin here. I hesitate to blanket-recommend these for some reason or another, but just like with Majin here, a 3-star generally means that it has clear flaws or problems, but I truly enjoy it for what it is.

4 = Very good video games. Easy recommendation. They hold out as strong examples as to why I love the medium so much.

5 = This just hits different. Play these.

Played during the Backloggd’s Game of the Week (Feb. 7 – Feb. 14, 2023).

Majin and Sacrificial Girl is a game that consistently runs off the feeling of being almost a great time in every aspect of its experience. The atmosphere and aesthetic is almost excellent, the game loop is almost excellent, and even the narrative is in a similar position, but it's just unfortunate that it just falls slightly short across the board and leads to something that feels far less consistently engaging on any level. The aesthetic is easily where this comes most into play for me, with the monster designs all being really cool in their brand of surrealism going for something that feels like a midpoint between comedic and offputtingly uncanny. They all move in unnatural ways, never quite seeming like they mesh together correctly, further exacerbated by the faded sepia colour palette making it all feel horribly run down and on the verge of just crumbling, while maintaining a threatening aura the whole time. It's just a shame then that the aesthetic doesn't feel like it's something that is fully committed to, both thanks to the generic, "epic" music and the fact that all of the UI just screams default Unity, causing this weird clash where the visual design is either really awesome, or the cheapest looking thing ever without much in between, unfortunately taking me out of the atmosphere a bit.

In terms of gameplay this is a pretty standard deckbuilder with a couple of cool deviations that make it stand out a bit. The biggest of this is how you simply cannot fully die, with the worst outcome being that you just have to run away from the fight and try again. This lack of consequence works pretty well for a game like this where it's clearly more about just taking in your surroundings and progressing forward than one that's explicitly trying to challenge you, and it allows for some risk free experimentation as well. I also really, really love the little touch of the dithering of the entire screen intensifying with each failed battle, just something to further contribute to how it feels to play this. The main way in which this ultimately falls apart however, is the fact that not many of the cards feel at all interesting unfortunately. A lot of them are just basic variations on attacks where an almost universally correct answer is present. Why would I ever use lightning bolt when tornado exists and deals almost the same damage but also comes with card draw? Why would I ever use a card that costs 3 and deals 22 when there's a card that effectively deals 24 for the same price? Why would I ever leave out the card that's literally just free energy?

These sorts of choices hurt the game quite a lot in experimentation considering that a bunch just feel like lesser versions of others. It ends up leaving you with just a small handful of ones that feel at all worthwhile to mess about with. If the cards were given out in a set order, this could play into a sense of progression where you at least feel like you're getting stronger, but instead, they're all given out in a random order as you progress, which leads to a strange sense of pacing where you'll often be getting multiple cards in a row that feel functionally useless, with the lack of unique characteristics on most of them further leading to these pickups largely feeling uninteresting. The fact that it's totally possible to not get any of the somewhat more interesting, transformative cards until the last 10 minutes of the game feels like an especially egregious oversight. The bug where sometimes clicking on a card will cause it to play multiple times is also absolutely unbearable, as even though there's no real penalty for losing a fight, having to try again entirely on the account of the game deciding that you did something that you straight up didn't is never a good feeling. It's really a shame that this is almost something amazing in a ton of ways and falls flat just enough to become annoying, and also, the game ends about as unceremoniously and suddenly as this review.

An invitation to takehata's Cards Goetia, trapped in forking paths known only to the old ones. Tread carefully and curate your arcana wisely. At the end lies no mere relief, but the cessation of a nightmare, precipitated by loss. Reality fragments into haze, distortion, and sepia dreams. We're almost beyond the realms of vaporwave or mere "aestheticccccc" here, travelers.

Majin and Sacrificial Girl mainly exists as an interactive art gallery for this baffling, Bosch-ian bestiary, having you fight deeper into the tunnels to meet more of them. Honestly, you could just admire the title screen and leave satisfied. Three funny-looking guys, a world of white noise here and beyond the dungeon walls, and the sense that you're entering a realm of boundless, incomprehensible fantasy. I love this part, and it's definitely what takehata's most proud to display. There's not a whole lot of worthwhile game beyond this point, though it's far from bad. But the execution's lacking in key areas, from generally buggy performance to multiple admissions of defeat in designing this deck-builder.

Others have started on this little freeware exercise's failings, but I'll lead with what it's best at: the audiovisual immersion. Past the potentially iconic opening scene, you'll find rich contrasts between a claustrophobic, Wizardry-esque stone maze and the abstract battle screens you jump into. Like better-known examples such as Signalis or World of Horror, Majin uses a heavy amount of dithering and other post-processing tricks to create this grainy, fragile world you crawl through. The lines of things wobble incessantly, the colors oscillate in and out of certainty, and the barebones user interface juxtaposes with how vividly animated these demons are. takehata chose a spare but fitting set of noveau orchestral pieces to accompany battles, and the brief bits of lore you get on each floor are enough to contextualize your adventure.

This also gets some points with me for being a very easy deck-builder in a sea of brutal challenges. Granted, that's because you can't ever die and can save anywhere at any time. The author wants you to meet every odd thing he's designed in this phantasmagorical zoo, so it makes sense that finding, managing, and using cards is as fast and painless to retry as it is. Battles often boil down to "is my RNG good or bad?", but rarely go too long to become dull or frustrating. The card selection itself is very typical for the fantasy-themed games in this genre, so set your expectations accordingly.

What I'd give for better pacing, though! You spend so much time on each floor not to get more cards or something else important, but to increase your health. Because takehata tied the groovy mushroom man's HP service to what currency you get in fights, you're pretty much fighting everything you see. I even found myself grinding for a few minutes before the final boss just to afford one last useful boost. This means seeing a lot of the same few enemies in a game that frankly has less of them than you'd hope. This means Majin fails at facilitating an effortless trip through takehata's creations, with a playable but minimally competent DRPG deck-builder taking up more of your time.

In key ways, this feels like a mid-1990s Mac/Windows 3.1 hybrid adventure gone wrong. I'd rather be hopping from screen to screen, toying with each setpiece and little puzzle knowing I'd get further invested with all these monsters and their uncanny, uncomfortable universe. Instead I'm stuck in a bog-standard labyrinth, using predictable genre mechanics that only artificially elongate my playthrough. And because the combat balance itself is more than a bit busted, I can't really appreciate that system on its own terms either.

So it's weird how this game defies aesthetic trends with its unique not-too-retro multimedia stylings, then rigidly conforms to a current indie trope-set which only hurts it. I'm not saying this could only work as an adventure without explicit fail-states, but that would be the quickest way for me to enjoy it more. It's annoying to juggle thoughts of "these entities are so baffling and intriguing" and "why couldn't the dungeons and combat be as imaginative?". So, while I can recommend this to anyone wanting a more modern take on the mid-'90s low-res, highly-abstract aesthetics that Haruhiko Shono and others mastered, that's about it.

Completed for the Backloggd Discord server’s Game of the Week club, Feb. 7 – Feb. 14, 2023

Played For Backloggd Game of the Week 07/02 - 14/02
A lot of negative feelings all around it seems. I guess its my job to defend this game as someone who actually rather enjoyed it.

I don't really enjoy deckbuilders very much, in fact seeing "card battler" on a game's tags is a surefire way for me to skip said game just below "roguelike/lite". So it was a surprise that I rather enjoyed the gameplay loop of Majin, playing around with the different spells and their effects, gathering a new one every floor and clearing all the enemies before moving on to the next. Alright its nothing transcendental but it kept me pretty hooked for the hour or so it took to finish it.

Otherwise I really enjoyed the aesthetic, the colour palette is so appealingly ... monochrome? Im not entirely sure what the official name for what its trying to do is but just look at some screenshots it speaks for itself. The Models too I found so charming the way they look like they've been made with modelling clay for the weirdest episode of Wallace and Gromit yet. The music does get kind of repetitive which is an achievement for such a brief game.

The plot is told piecemeal through very brief dialogue (like one line) every floor slowly clueing you in to the ultimate goal of the game and I found it a good enough narrative hook for what it was, paced appropriately. Until that is you get to the utterly abrupt ending which just sort of presents the final boss and then gives you an odd addendum sort of explaining what was going on ; very much a game that didnt know how to finish.

How rude is it to say that I enjoyed Majin and the Sacrificial Girl's Itch.io page significantly more than the game itself?

It is a page that offers so much. An incredible near-monochrome aesthetic with great dithering, weird ass sensory video 3D models, cool little guys, dungeon crawling and the cool prospect of diving deep into this weird, wonderful little world.

Sadly, the prospect is all you get. Majin starts as a game that indeed, contains the contents of those lovely screenshots. It is nice to see that weird guy that gives you extra health on the first stage. And its kinda intriguing the first time you're dumped into the cardbuilding combat.

From there, literally everything else is downhill. The primary focus of the card combat is baffling to me. I get the idea for there to be something in this dungeon crawler to actually do, but its such a complete nothing of a combat system that manages to thoroughly wear out it's welcome even in this game's hour runtime. It's such a stock deckbuilder, with enemies that at the very best will just alternate healing and doing set amounts of damage. Its super uninteractive, the balance is bad, and there's very little in the way of strategy. I don't know what it's trying to do.

The obvious solution would for Majin to ditch it entirely and be little more than a glorified walking simulator, but the floors of this dungeon themselves have nothing going for them. That one little guy and a diamond that tells you the story on each floor is literally all you get.

Short as it is, Majin stretches what it has way too far. Even as it is, had it been condensed into 5 floors instead of 15, the fatigue wouldnt set in nearly as badly. Had it piled it's 7 fantastic models into a 10 minute walking sim sort of thing even with the weak story, it could have been really somehing, even.

But it's not. Stick with the Itch page.