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rodrigoRosa

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A member registered Jul 09, 2020 · View creator page →

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I loved it, i thought it was really well made, with super charming dialogue and art, and that fourth wall break made me smirk! This was great, good job!

WHAT, WHAAAAT, I WANTED TO KICK THE MYSTERY SHADOWS BUTT

This was really well made, it left me wanting more dudeee, and the title popping up in the end, this would be a heck of a intro!

I will say the first boss was a little a bit overwhelming, i was thinking "dang this boss just kinda harsh...", but then once i totally understood how the boss worked and what i was doing wrong, it made go "AH HA!"

The other bosses were also bery nice as well, the challenge of the trap save point was very well implemented, got me off guard, i liked the idea of the masked one, tho i think it was the most meh of the bunch, and the rust cloud one look gooood

I really have few things i can point, i think the only things that cross my mind was the second weapon being a bit meh to use, and the fact that there is no music(tho i doubt that was by your choice).

Overall, i though this was a blast, awesome work! :D

I liked how you did the lightning, i thought it looked pretty good. The powerups variety were also nice, my favourite  was the infinite jump one, it busted!

I was not a fan of the big map, felt hard to tell where to go, where i've been, i think it would have worked better as a couple of small levels instead of a big one, or maybe you could keep the big level and use different camera limits and positions to make them feel more like chunks.

Good work, keep it up! :)

I really like the main characters model, and the music was also quite catchy! I also liked the look of the enemies being sort of amalgamations of different construction equipment, i think it is a interesting clash in comparison to the main character. I thought the combat and interactions of the game to be a bit awkard, for example it was hard to tell when a lever was activated and when an enemy was trying to hit me. I did like the added velocity on attack, felt sort of like a spammable dash that you could then choose a direction while still being pulled forward, i did like that a lot!

I can tell you guys had more stuff planed for the game, but game jams timing do be wack. Still, i think this was a good bit, good work!

Thank you for the comment and the nice words! Glad you enjoyed the game's vibe :)

Respawn points in the middle of the level would probably have been a good idea, i also noticed that when i gave the game to some of my friends to try out.

The fricking floating platform that perfectly fits on the floor is gonna be the end of me dudeee, we noticed people could get stuck under that platform but though "hey but the platform does look good there, and what are even the chances of the player staying under the platform?". Turns out, chances were high 🤣

Thanks again for the feedback!

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Thank you for the comment! Glad to hear you enjoyed the meele combat, if the game ever gets another update i'd definetely love to tackle combat again!

The snake jump was sort of a up attack with the extra of extra height, i remember noticing being able to double snake jump when on floor, but since it didnt give a big advantage compared to jumping + snake jump i let it stay. I can see it can be a bit confusing(im even unsure myself if it should be allowed 🤣), maybe in the future i could maybe nerf the snake jump  on the floor, or rename it to like "snake uppercut" or something 🤔

The superyarnball pretty much allows you to do more damage the bigger the ball was, like for each yarnball it joins a damage point would be added to the ball on it. There were also gonna be like locked paths that required the ball to do more damage in order to open up, and flame cannon sections that required the ball to be big in order for the flames to be blocked off, but we kinda ran out of time(game jams be like that).

The resolution problem imma be real, i knew why it was happening i just didnt know how to fix it 🤣🫠. I think it has to do with the fact the "in game" resolution is only a couple of pixels, but the game allows for half pixel positions to happen, aint sure how i could tackle it in godot, but i will look into it in the future!

Thanks again for playing and for the feedback!

I am unsure if i reached the end of the game or if i am missing something, but it does not appear to be any paths left :S

Will say from what i played i think it's pretty solid, the powerups were interesting and creative, the musics are jammers, combat works well, i like the feedback you get from hitting enemies.

Things i believe could be improved, but are no deal breakers is the initial dialogue, think it could be a bit shorter, and the "mana" bar could be swapped for a cooldown system, or also have the ability to fill overtime, how it currently is it makes the player backtrack multiple ways back to fill it up again just to try certain sections again. 

Game so fast, makes the brain go blast, snake be nice, controls be fine,  boinga shrooms be stranger, but the game be a BANGER 

Animations looked very nice, a shame it was just a bit of the tutorial, would have loved to see more!

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It was good, really liked the artstyle and designs, especially the owl mask monsters. I liked the idea of the powerups, but i felt most of them didn't have a big impact on the gameplay, like the light and hearth ones kinda are just a "this one can damage shields" and "this one can damage darkness stuff". I think these two could be better flashed out, like for example the earth one had a shield to protect from enemy attacks, maybe it could also protect from the spikes to go through extra paths, or one thing i found out when  playing, though i am unsure if it was intentional, if you put the shield and run against a big enemy the player can push it, maybe there could be puzzles to push those enemies to a pit or spikes, that could be cool. Green powerup was goat tho, lots of mobility with that one, me like. 

Other suggestions I could give are maybe add controllable jump height, I beleive it would make the game feel better to control.

The environments were pretty well made tho, nothing to point out there, it did feel like a world that could exist!

In conclusion, I think it was pretty solid, nicerino!

This was a pretty good time overall! I liked the character designs you came up with, and their powerups also very nice. My favourite was the magnet one, I think it was the most unique of the bunch.

I also liked the idea of having boss fights all about auto attacks and dodging, with the characters adding new abilities to be used. If you can add some depth to how and when to use those extra habilities i think it can really make those sections shine! (as it is now, it kinda feels it's all about mashing all the habilities i could)

I like the sort of NES aesthetic you went with, I think it looks good, tho the animations could use a bit of work, running looks a bit awkward, especially with the purple character(I think since she had no running frame, she was supposed to be a sort of floating when running type of character?).

Music changing according to the character you are using was also a good idea. The main critique here is maybe instead of always changing the whole track on, maybe it could just be a slight variation to the music(like always the same song but purple character as more drums on it, yellow character as an electric guitar, magnet synth etc.). Another thing you could do is like everytime you unlock a new character, make the track change to another song.

The map being a big level can work, but as it is now i think it needs a bit more visual variation to make it easier to traverse, as it is now, most of the time I was kinda lost. You could also add a map to ease this feeling.

Overall i think this was good and it has potential to be a gem, good job! :)

Game overall feels nice to play, if you had a bit more visual variety to the rooms and some techniques like coyote time and input buffering to the mix, I think you have a solid thing to expand upon

Overall short and sweet, I liked it! 

It's... so peak

The sprites in this game look really nice, I adore how the main character looks! The level sprites could get some work in some more blockier areas, but overall I'd say they look good as well.

The controls were also good, I liked the dash, and I think if it could be combined with the jump for long jumps, or being able to use it on air would be goated! Other nitpick i have with the controls, but i guess this one depends on how precise you are going for with the jump, but i think cutting the whole y velocity on jump key release feels a bit weird, i think if you cut if by half instead of setting it to 0 would feel a bit smoother, since you would not abruptly stop going up, but you would also not go as further.

Combat was also nice, i liked the special attack animation with the golem guy. I found the enemies to be a bit hard to hit, felt like i had to get real close to hit them, I think if the attack hitbox was bigger, it would feel better.

Also liked how the golem boss sprite looked, a bit sad I didn't get to see it moving, but that's just one of the things about making the game for the jam, time gets short :')

ANYWAYS, I liked this one, good job!

i liked the design you made for the character, i think it looks very nice! The game itself tho i think it needed a bit more polish.

I was able to make some of the recipes and reach the finished plate, but then no customer would eat my food :(

The loop itself i think it is well designed, and it is a style of game that allows for creative play in terms of optimizing table space and mullti tasking to make more dishes, that is fun!

I also liked the sprites, reminded me of my goat undertale, and soundtrack also nice! Good job

I thought it was good, surprised you guys got voice acting and everything, makes the story way more engaging! My main critique of the game is of the way the mechanics are communicated. I understood cards had attack and defense stats, and that some cards boosted the stats of others and attack on the end of the turn. I did not get, however, what was the advantage of discarding cards, or in what moments should I be pulling more cards from the deck(like should i pull one card every turn to be optimal, or is there a disadvantage to doing this?). Another thing I didn't totally get was what my monsters were attacking, in the sense i wasn't sure when my cards tdecided to attack the enemy monster or when they decided to attack the wild card character :S

Visually i think you guys really nailed it, i loved the designs of the characters being based on card symbols, and i liked how the monster sprites looked in field. The style of the cards on hand i think it clashes a bit with the aesthetic of the game, but I do think the drawings themselves look good. I also liked the feel of putting the cards on field, the animation and sound effects you used really give it that humpf to the thing, it's nice. The animation of the card flipping to show what it does i think it also looks good, I do think it could be faster tho, like trigger instantly.

Overall, it was very nice, I liked it, good job!

Thank you so much for the nice words and the print! Glad you enjoyed the yarnball powerup, it was my favourite too during development, there just is something super satisfying about seeing that ball take crazy proportions ahah

Yeah, that happened to us too, but I liked how the platform looked perfectly placed on the ground, so I kept it in and put a restart button to the level XD

Thank you for the comment!

I liked it, I was actually a bit sad it ended at the first boss :(

The game is visually very pleasing. I really liked the animation of the main character, you even added a crouch animation, fricking eye candy dude! The only thing I could point out in this regard is the motion blur on the sprite looks kinda bad, tho maybe this wasn't something intended and something from my pc.

The combat does the job. I like the possibility of having both a melee and a ranged approach. One improvement you could make is maybe making the melee attack hitbox a bit bigger, it felt a bit hard to hit enemies, even when they were kinda close range to the player  :S

Platforming solid also, you implemented the feel-good juices of controlable jump height and zero acceleration on horizontal movement for more precision control, it is nice! I think the momentum during the jump felt a bit awkward, I believe that if I could control the horizontal velocity on air as if i was in the ground would make it feel tons better(like if I am not pressing left or right on, the character won't move forward).

The power-up you implemented is also very interesting, water movement feels snappy and fast, and that's the way i like it! The mermaid transformation sprite is also a very nice touch

The levels you came up with really nailed the metroidvania feel, at least I saw a lot of fricking paths along the way to the boss and was like "GAH I better remember to check these later" (and still am)

Overall, this was pretty solid! I believe if you ever want to expand this project, it has legs to walk! :)

Nice blend of type writting gameplay with dodge elements. Sometimes it feels it is hard to keep track of everything that is going on, but that makes part of the challenge! Great game

This was a really solid entry, not often we see people go for 3d in game jams! I though the map was very well though out when it comes to progression, with locked out paths with skill checks, and a last challenge that makes you use all of them.

I also liked the rusty dark environment in contrast with the more cheerfull  magical girl aesthetic on the mc, gives it a sort of a mood!

I think the combat lacked a bit of humpf to it, it did the job. Was also intrigued on the way you made the character use the riffle, think it was creative. My favourite ability was the floor dash, made traversal way quicker and allowed for some improved long jumps.

I'd say it was pretty good overall, very nice!

(Also, fricking jammed to the saxophone in the combat music)

Thank you for the feedback! The spikes used the same function as the enemies attack to give damage to the player, so it ended up making the spike fall rather deadly due to lack of y velocity XD

Thank you for the nice comment and the feedback!

We were still split on what the fourth character power was gonna be, we were only sure it would relate to bubbles. It would either be a bubble shield that could protect you from one hit, and if you jumped on spikes would give you a high jump, or it would be a powerup that would allow you to bubble up enemies or yarnballs to use as platforms, press ceiling switches, etc.

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Hi there! We accidentally deleted the game files during an edit to the page 🫠

I uploaded an alternative link to the game for now. Thank you for wanting to try the game!

https://rodrigorosa.itch.io/stitch-and-spell-alternative-link

EDIT: It's back again!

Thank you! Those were supposed to be red yarnballs 😂😅

DON'T BELIEVE THEIR LIES, DO NOT HUG THE CRAB

(super charming, funny game, loved it!)

Goodie doggie

I really liked how the main menu looks, the rotation on the umbrella is also supernice, as well as the pixelart!

I like the idea of jumping from cloud to cloud, however, i think the camera is a bit too close to theplayer, to the point where it becomes hard to know where to go, most of the jumps i did were leaps of faith, if you polish this up i think it could be a pretty good game! Keep at it!

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Meu, vocês capturaram uma atmosfera tão pacifica com este jogo, dá vontade de fazer uma viagem inteira com esta vibe. E super criativo como pensaram num pássaro a cair para o tema, ficou muito fixe(especialmente a musica, holy heck), parabéns!

It's like balatro and skydiving had a baby, it is amazing, good job!

I did slide, and like a penguin to add! This reminded me of those old motocross 2d flash games, super fun to jump around to gain speed(feels super good when you nail it down). It sometimes felt a bit unfair when the penguin rotated super fast and i'd just die, but i guess that comes with risk of S P E D.

Super nice, well done! (request for backflips combo counter in the future :D)

You guys nailed the game feel so good, it feels super nice to play! Loved the aesthetic, song was fitting, really liked the italian(?) voice lines, and the dice sounds omg.

It is a bit hard to understand what is going on in the beginning, but once you get the hang of it pretty interesting, great work!

HOLY HECK THEY HIT THE PENTAGON

(I am laughing so hard, I loved this)

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Thank you so much for the comment! I'm happy to hear you enjoyed the puzzles we came up with, as well as knowing it reminded you of the witch's house and mad father, those were actually our main inspirations!

We Will definetely make up some assets of out own if the game ever gets an update after the jam, and we also Will try to crank up the tension of the game, how it is right now most of the time feels more like a comedic game(which is also what we were going for, just not full on that).

Thank you again!

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You almost have it figured out, there is ONLY One puzzle left! The last thing you need is to find a way to get the necklace from the bust to use on the Room with the horse!

I do agree the game needs some Direction after you escape from the bathroom, we were gonna put some dialogue with that but with the time running out and all the other puzzles we had to implement we sorta forgot XD

The noise from below was from the Strange man's Room, to tell the player the laundry chute was now Open to go to the basement. There is a text near the laundry chute in that room to explain what puzzle makes it Open, but i think you might have missed it, but were still able to solve the puzzle, which also makes the letter disappear so you never see the letter at all, that might need a rework...

I really like how out characters portraits turned out, in the future maybe we'll some more expressions to the characters, She did felt the more stiff out of the bunch.

It makes me happy that some of the deaths gave you a bit of a scary, was worried we would have missed completely in that department.

I'm glad you spared some time to try out our game and that you still enjoyed it despite of its flaws!

________________________________________________

SPOILER(In case you still wanna see the ending but dont wanna think more about the puzzles)

To get the necklace from the bust, first take the necklace, then after the necklace is on your inventory use the rope on the bust(the clue is the text near the bust).

ALSO there is a wall in the greenroom that you can cut to get a Key to the puppet masters Office, there is some more lore on there!

You're welcome, best of luck, i'm sure you'll figure it out!

It's in this spot, i am not sure how it triggered but I was holding left key during transition, might be the cause. The player will be behind that curtain and if I try to go right it will trigger the event.

It's like before even getting to talk to hero, is when you spawn in the room, if you walk to the left you will be sorta stuck between the left side of the map, and the events that pop up  saying that is the wrong way(I think that is what's happening).

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I am not sure if there is an ending or if you are just supposed to mess around infinitely in the end, but from what I saw I though it was pretty good! The weakness mechanic could use some visual indicator to when you find an enemy weakness, but the combat itself was cool, I liked the idea of the riffs to use the tp.

I absolutely adored the visual style you guys came up with, it's very weird and unique, it made the whole game feel fever dreamish, which I think was what you guys were going for. The music tracks were also very nice, I especially liked the ones with vocals(is there somewhere I can check out the ost?).

Overall, I really enjoyed what you guys made here, my only complaint is really the whole walking around in a big looping map bit at the end, I insisted for a while but ended up getting bored and quitting(tho this might be a me thing, yume nikki did it and people loved it and I kinda didn't). This made me a bit sad cuz I kinda wanted to see the ending to this story, which did grasp my interest to see it through.

(ALSO, loved the main characters designs, they have such a goofy goobers vibe to them).

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Very solid game, i think you nailed everything just right in my opinion. If I had to point out something is that sometimes the dialogue can feel a bit too much(might be a me thing tho), and I think the rabbit mask puzzle on the other dimension stretches for a bit too long, I think inputting the color code sequence once would have sufficed, and maybe change the input code to 4 digits only, cuz when you know the numbers the other 4 are kinda just busy work. The puzzle ideas themselves were pretty good and intuitive tho, I especially like the one with the owl mask with having to find numbers scattered across the map, I actually came across one before the quest cuz I saw a weird pixel on a wall, very nice! The one puzzle on the other dimension with the owl mask with symbols was also pretty neat, it did gave that "EUREKA" vibe when I figured the symbol order with the crucified bodies, and I liked the simon says moment.

Visually I think the games looks really, the pixelart is concise and the character portraits are also really well made. ALSO super nice you had time to put splasharts for the intro cutscene, it did made the beginning bit more engaging to read through!

Super nice game overall, hope to see the full release soon!