Magic Pengel: The Quest for Color

Magic Pengel: The Quest for Color

released on Mar 20, 2002

Magic Pengel: The Quest for Color

released on Mar 20, 2002

Magic Pengel is centered on the player, as a character able to manipulate a "Pengel" (which looks like a stylized fairy combined with a paintbrush) to create a creature, or "Doodle". Using the Pengel (pronounced "pen-jell") as a cursor, the player simply sketches out the limbs, body, and other features. Depending on the amount of magic ink expended, and the types of body parts, the creature will be given certain statistics and created. With the help of Zoe and Taro, the character trains and battles using custom-created designs, which can be traded to or battled with the creations of other players. As the Doodles battle, they become more powerful, and earn points towards the purchase of pre-created Doodles, and extra abilities towards customizable creation. Combat functions according to three selections: attack, magic, and block, as well as a charge command. The three basic maneuvers follow a standard rock-paper-scissors methodology, but repetitiveness is minimized due to the varied attributes of the Doodles, as well as the inability to successively repeat any selection.


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Will forever hold a special place in my heart and is a fun game if you can see past it's glaring flaws. Drawing dudes is incredibly fun.. but the rock-paper-scissors combat is entirely luck based and can make the game drag on for no reason. It also takes a while to unlock enough to really make use of the tools they give you. The sequel expands on the concept a bit more and is worth a try.

just about anything your cruel, wicked hands can make using funny, rudimentary drawing tools is available here tightened together with both a charming artstyle and ost (when it isn't complete dead silence, sfx included). apparently ghibli had a hand in this and it shows with the magical design of the game's city hub and its simple but cute cast of citizens. the dialogue they spit out's bone dry unfortunately, but i'm figuring this is more of a case of cleaned up we-don't-give-a-shit machine translation than it is the japanese dev's fault.

anyway you make hideous or cute or both rock-paper-scissor fighting pokemon and battle in of two arenas for four hours--i didn't venture past that much. and it's not as if the gameplay loop isn't funny, but it's less so when grinding is inevitable and the sameyness dulls your excitement. the voice actors sound about as excited as the story writer

but frankly for those four hours, i had a ton of fun. victor frankensteining red limbs and blue teeth and calling it "DENTIST" is fun, and seeing him and an among us melon clobber a bunny earns way too much a smile. it's just i could sense the writing wasn't going to get any better, the location wasn't going to change any time soon, the educated guessing games were running together, and a glitch crippled "DETER" the well dressed corn

https://imgur.com/a/DBdgBGk

Drawing dudes is a cool idea but uhh... still not great.