Girl By Moonlight includes Series Playsets for 4 major subsets of the Magical Girl genre. Beneath A Rotting Sky centers tragedy and betrayal. The characters' power plays a role in their undoing, yet moments of brightness stand out amid the backdrop of a crumbling world. evilhat.com/product/girl...
... so I'll just repeat here that I've had a great time, and that the game has worked great in delivering good character moments, and inter-character tensions and interactions. There's tonnes of good writing and prompting from the game to help build out the world and characters.
We're carrying on with these characters into a new mystery, and I'm really interested to see how the game resets and recalibrates between arcs, incorporates the story so far, and how the characters feel in long form play. This has been a bit of a chaotic smattering of thoughts...
Decisions about a character, their history, etc. invariably generate context and fiction beyond the character themself, even if that often goes unnoticed or unremarked. Encouraging and supporting those contributions gets you characters who fit into the world, and vice versa.
So I was having a great time spinning out fiction from the bits and pieces that my character sheet provided, and the GM was very generous in letting the rest of us put stuff into the world, which is an ideal dynamic in my opinion.
This means that if the game is a bit sparse in some category, or goes big in others, the player can still calibrate that stuff. The flipside of that is, of course, that the players are doing all of that work, so if you're not into it, it might feel heavy. Personally I am a fan of this aspect of RPGs
This kind of design is very flexible, since it basically scales with the player's interest. I can pick a prompt and be very fixated on it, and really ground my fiction in that, or I can pick it lightly, it informs things but I don't lean on it too hard.
The game asks/permits the players to interpret and expand upon the fiction provided, and it leaves a good amount of room for that. I think it strikes a really nice balance in providing setting/character prompts without constraining the players within its cannon.
... and many of those moments seemed to be building on kernels of fiction that the game had built in to either the mystery or the character playbooks. There are lots of very fun evocative lists to pick from, and snippets of fiction and detail in the text.