A downloadable game for Windows

Buy Now$2.99 USD or more

Giga Girl is a retro run 'n gun platformer heavily influenced by, and paying homage to, the original NES Mega Man games

Run, jump and shoot like it's 1989

  • Feel right in control with the precise platformer physics that leave little to luck
  • Blast your way through the 9 challening hand crafted levels
  • Take on the fierce bosses at the end of each level
  • Find secret passages and hidden items with the special weapons you acquire on the way

Complete retro experience

  • Feast your eyes on the hand drawn 8 bit-ish retro graphics
  • Shoot rainbows out of your ears by listening to the super-awesome original chiptune soundtrack
  • Full gamepad support allows you to never touch the keyboard. All DirectX compliant gamepads are supported

Minimum system requirements

  • Windows 7
  • Intel Core 2 Duo / AMD Athlon X2 CPU
  • DirectX 10 compatible graphics card
  • 2 GB of RAM

Resources

More information

Published316 days ago
StatusReleased
PlatformsWindows
Release date259 days ago
Rating
(1)
AuthorInvisible tile
GenrePlatformer
Tags8-bit, chiptune, Pixel Art, Retro
LicenseAll rights reserved
Asset licenseCreative Commons Attribution_NonCommercial v4.0 International
Average durationA few minutes
LanguagesEnglish
InputsKeyboard, Gamepad (any)
Player countSingleplayer

Purchase

Buy Now$2.99 USD or more

In order to download this game you must purchase it at or above the minimum price of $2.99 USD. Your purchase comes with a Steam key. You will get access to the following files:

Giga Girl 1.1.3 (DRM-free + Steam key) 247 MB

Comments

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(Edited 2 times)

Hi. I'm PookaMustard, the guy who asked a while ago for compatibility with Wine. I've repaired my Windows system and was able to play the game. I must admit it is quite enjoyable and a fun (and fair) ride. You avoided the unfair difficulty of Mighty No. 9 and provided a mostly consistent level of it. However, there are some points that need to be made.

  • In the ending, it's not "athmosphere" but "atmosphere.
  • You might want to have a musical track specifically for the final boss. It helps the final battle feel special in a lot of games.
  • Speaking of the final boss, you missed the opportunity to provide a Megaman staple, the boss rush before the final boss, wherein Giga Girl goes against the bosses she defeated in the earlier stages one after the other, before fighting X himself.
  • The stage lengths could be a tad bit longer, too.
  • Finally, the plot. What little of it doesn't explain much beyond "robots revolt, X leads them, Giga Girl must fight." You could instead explain why the bosses are where they are (Fire Boss is controlling the heating facility in a chaotic manner), their names, the stage's names, and the motivation for the robots to revolt and Giga Girl to fight. The plot doesn't even have to be explained in-game (most of it), as it can be no doubt written in a readme text file or even a manual PDF like games of old.

There were also things done just right.

  • Using the boomerang as the basic weapon is quite a nice break from the Megaman games, and makes the inability to toss out another boomerang make sense (there's only one around) as opposed to why Megaman can only shoot three Buster shots on-screen.
  • The bosses were really the right difficulty and not unfair, unlike some of Mighty No. 9's bosses. With their pattern down and a strategy successfully formulated, the bosses are of a right challenge.
  • The controls are very solid. Besides platforming sections that rely on jumping at the very tip of a platform to reach another, I don't think I felt like I wasn't in absolute control of Giga Girl.
  • The health system used for Giga Girl is also interesting. Rather than handling a couple of shots from a couple of enemies, six hits and it's over. Adds a lot of realistic challenge when confronting the bosses.

Looking forward to your next platforming game!

Thanks for your feedback!

I'll have to fix that typo :)

Almost all of the issues you mentioned were a result of priorization. The project had already taken too long, so some stuff was simply left out / done as mvp to save time. Nice to hear that the things I actually spent a lot time on were to your liking.

New in version 1.1.3

  • Game Over and Load game now reset extra lives and ammo. There was a bug introduced in 1.1 that caused the Game Over to not reset lives.
  • Disabled boss key (ESC)

New in version 1.1.2

  • Fixed collected unique item count bug (item percentage)

I sent the friend request on Steam to ask if I could get a review key of this game so I could review it for TICGN.com..

Send an email instead and I'll hook you up with a key. You can find the address from invisibletile.com

New in version 1.1.1

  • Fixed a bug that caused the game to crash on some systems after the intro cinematic

New in version 1.1

  • 3 save files
  • Settings screen
  • New hidden items
  • Game statistics
  • Various small fixes and tweaks
(Edited 1 time)

As a Windows user gone Linux (because I lost access to my main HDD), I want to play this game. Unfortunately...it doesn't work with Linux (via Wine), to be exact, Tahrpup CE PAE.

So I want to ask, are there any Windows-based dependencies I need to have pre-installed to play the game? Or should I wait for future compatibility with Wine or even a native Linux build?

Afaik, only .NET, DirectX and the %appdata% folder.

Unfortunately SharpDX TK is Windows only, so porting to Linux would mean porting the game to MonoGame first. Shouldn't be too complicated, but probably not worth the effort.

New in version 1.0.1

  • Fixed "Continue" option not showing up on the Main menu. The game is meant to be challenging, but having no saves would be a bit too harsh ;)