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rodrigoRosa

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

Creator of

Recent community posts

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! 

Short and sweet, liked the story you put together! Presentation wise you went for am ore minimalistic approach and I think it worked quite well, also liked the character faces on the dialogue boxes, they were nice. The floor pattern tho is something that could have a change, the screen seemed a bit visually busy with that chess pattern.

The music is pure catchy silly vibes, I think it kinda doesn't fit the vibe you guys are going for, but the tracks themselves are really fricking good, very catchy. The track used on the last room was fitting tho, very menacing.

Overall, Ficou fixolas, bom trabalho!

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The story was a bit confusing, maybe i just didn't read it right...

Some of the doors are also a bit for the hidden side, I think you could add some sort of visual indicator like you did for the items, I think that was a good call!

Visual Wise I like it a whole bunch, the color marker rough sketches give it a very unique look. The character designs are also very nice, I really liked the fool design, jester boy best boy.

Another thing you might want to add in the future is a character portrait or face near the dialogue boxes, it helps to follow the flow of who's talking way easier, or you could maybe change the colour of the dialogue box according to who's speaking.

Good work overall, Nicely done, hope to see more of it in the future!

(EDIT: I FORGOT TO MENTION, I really liked how you used the theme, most games I played so far are about someone going into a freaky theater/carnival, you guys actually just made the whole setting be a play, cool!)


BUG:

- I don't know how I achieved this, but in the room you encounter the hero for the first time, I think when you spawn in the room if you walk to the left, you will be unable to leave the room to the left, and will also be unable to proceed through the right because a dialogue saying "Wrong Way" will always pop up;

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I really dig the looks of this one, really close to undertale! The heart at the end was probably my favourite sprite of the game, it looks super detailed.

The gameplay is good overall, tho I wish there was something I could interact with for puzzles, but with time constraints things not always go as planned which be understandable.

The story felt a bit disjointed, you had the whole thing of the abusive step dad and the main characters mom death, and you had the circus, but I felt the bridge between both was kinda missing, I think if you can figure that out it could be interesting.

The dialogue sometimes felt a bit stretched, tho it was only in some occasions. Super nice the house having lots of descriptions with the main character telling what they think about the things and what it reminds them of, I'm a player who likes to interact with every fricking thing on the map, so this pleased me a lot.

When it comes to technical aspects, the game works pretty well overall, only had some weird collisions in some places, and I sometimes felt the player character was a bit too slow, or maybe the maps were too big, ain't sure.

I liked the idea of having to free imprisoned souls of the circus to get a good ending, if you add an extra layer of gameplay to the whole opening big chest thing, like maybe having to find some item or do a small minigame, I think it be good!

Music overall was fitting, I liked the  one that played inside the circus, set the mood right!

Overall, it was good, I enjoyed it! 

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This was a fun bit, it was bold of you to try to flesh out a unique battle system in such a short time, I like the idea of the point system during battles, I think it's a cooler way to go about mana, if you make using guard worth while I think it be pretty good!

The story could feel a bit verbose in some moments, it could be a bit shorter in some places like in the beginning of the final encounter, or maybe just sliced a bit more through out the game, but the contents of the story itself were good, I was able to grasp what the characters were all about and what they were trying to achieve. ALSO cool there were two endings, went for them both.

Visually your game is super concise, I love the color pallette you went with, gives the game a sort of vintage storybook vibe, I dig it. The character portraits also looked super cool, especially the in battle ones holy. The soundtrack was also very solid overall, especially the one on the final encounter, very climatic.

The idea of going around knocking out enemies I think could work(it's a good way to make the player use the battle system), but I think you could introduce a exploration element to the mix, maybe instead of  using the random encounter with steps you could actually walk around looking for enemies visible on the map.

Some technical things you might want to change is maybe change the doors to be on player touch instead of action button. Your implementation avoids accidental map changes, but it kinda confused me for a bit in the beginning cuz I wasn't understanding why I wasn't passing through a door. There is also a bug on the locked up animal person things, where if a random encounter triggers the game will just breakdown.

Overall, I liked this a lot, you did great!

Hi There, thank you for playing and for hosting this jam! This was my first time using RPG maker, kinda wanted to make a game with it for a while and this was a good excuse to do it! I still prefer godot, but I did think the way RPG maker handles cutscenes is so fricking intuitive, it was really cool!


The puzzles are a bit to the harder side, or maybe the clues aren't clear enough... I do think what we came up is cool to figure out! 

SPOILER

After that sequence you should head back to the room where you found maggie mae for the first time,  there are some directions and items there that allow you to open up the map a bit more. The glass shard used to be called SHARP shard to help figure out what it was for, but we ended up changing it. 

ANYWAYS, thank you so much for playing and the feedback!

Hi there we have a late submission here! Thanks in advance!

https://rodrigorosa.itch.io/back-of-house

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Game is very polished, spritework and animations were really well made! Feels very good to play. 

Progression feels a bit short in the beginning , I felt like I was gathering as many resources as I could and still got my ass kicked. Then on my second try, I bullied the spider to the edge of the map and gathered as many resources as I wanted to be prepared for the next round XD. It then worked pretty well. A suggestion I could give is maybe instead of the towers disappearing once a spider touches them, just make them being broken so you make the player go there in a hurry and fix them. On the round before my last one I had 6 towers, then all of a sudden 5 towers disappeared and I ended up with one tower and not enough resources to come back from that hit :') Maybe the struggle I felt is not as present in coop tho, only played the single player(super cool you had time to add that, very nice).

The resource generators were also a bit unclear, I'm still not sure if they were spawning resources by themselves if I had to hit them to spawn the resources, or if the spawn rate was just a bit slow.

Anyways, this game feels very polished overall, with a little tweak on some of the mechanics this might be a certified classic! (also, frog queen be pretty chill, love the sprite)

Yep, walking through doors is a bit confusing, the intuitive way would be to left click it, but I kinda ran out of time to implement it like that. Basically to walk through the door you gotta look at it and press W. There are more doors throughout the game but some of them are impassable, if you look at them and press W and nothing happens it means it is unpassable. Chaging the sprite for when the door is unlocked could have also helped with the confusion too, maybe in a post jam update. Thank you for sharing your experience! 

It's a nice twist on the frogger formula, i did enjoy this quite a bit. If you add upgrades to use the gold on to upgrade the pickaxe or movement speed I think you have a pretty solid game formula here! Good work. (also, the frogger dad in the end of each level was a nice touch)

I fricking died with the dmc5 music XD

But fr, pretty cool game, I could feel the frog anime in my veins. It was cool how you used the tongue as a homing attack of sorts. It felt a bit hard to hit the enemies most of the time for some reason, it could have been because the enemies were always moving or because no target assist on attack(like when you attack, the frog would point to the closest enemy). The camera could also use some work when it comes to ground/water movement, it felt a bit hard to see where I was going when I was trying to attack an enemy in the air or slightly above me when on ground.

 The hit animations on the enemies and the sword animations were spot on tho, if you had sound effects to the attack I think this game would feel pretty good to control! Preety good job overall, cheers.

The frog wizard looks freaking hilarious. Liked the looks of the game, was not able to escape the wizard tho :(

This was actually nice, liked the little story you guys made here, and game is overall pretty playable, only critical bug I found was in the beginning if you go left you end up in the infinite unity void

Ngl, math test is a pretty horrific topic. This was pretty fun, i understood most of the symbols, just couldn't really grasp the meaning of the horizontal 3 on the last question, WHAT DOES IT MEAN

Jump height could use some tweaking, but other than that, you guys nailed it. Super cool seeing a 3d platformer in one of these jams, and especially one horror themed! Liked the whole low-poly look of this, and the 2d sprite work too. That frog gave me the creeps, and if you did a bit of screen shake with the camera slowly going to the frog as it was being pulled, it would be absolute cinema.

Played well, lightning effects were cool, spritework nice, only suggestion i'd make is to give an highscore screen, to know how many frogs we got. Pretty good!

Kinda reached the top, but there was no ending, so I just did the frog drop and called it a day. Spritework was pretty good tho, and the character controlled well, liked how you emphasized the big jumps since it is a frog. Makes me wonder if playing a bit more to how the player controls the height and distance of a jump would play out, could be interesting. Anyways, good work!

Sad frog doomer hours. This was great, awesome job!

There is a lot to like in this game, the artwork is nice, the options you give are engaging, only real complain I have is for some reason the resolution cuts the buttons in the right and left, the biggest issue being the stats text :( (even when fullscreen)

I'd love to give this another go with you ever make a windows version, cheers!

Loved the rough artstyle, and the death animation also looked super nice. The code puzzle was also cool, did give me that "AH" moment. Very nice

Damn, a bit of a shame the visuals add to be cut at the end, the narrative you made in this was quite interesting, but from what I understood the guy did some weird experiment that turns people to flies/frogs, and at the end you get a taste of your own medicine and end up escaping through the window(having to interact with the window multiple times to leave, in the same fashion a fly hits a window multiple times trying to leave). I'm saying that the mc did leave, but maybe by the screenshot of the frog those three interacts in the window were to communicate despair to escape FROG. Only thing I didn't get was the child the mc was looking for, was the child the frog? Or did the child become a fly and got swallowed by the frog, that's why the mc was trying to disect the frog...

I might be reading too much into this, but anyway really liked this one, amazing!

Super good use of the theme, didn't really think of playing as a bug, makes a lot of sense in the context of horror! This was very nicely executed, you went crazy with those shaders, and the frog design also pretty menacing. Only issue I had was when changing walls, if you go straight ahead to the wall it seems to have an hard time to make the change. Other than that, pretty checking cool, congrats!

Thank you, glad you liked it!

Thank you for the review! I only really thought of adding a compass to the screen for orientation, but now that you mention it, maybe a transition animation between rooms could have helped with orientation. I was going to implement it, but I was afraid the game would feel too slow to control, like every time you moved to a new room, you'd have to wait half a second. Tho the map became quite small when compared with the original plan, so I could have experimented a bit with it.

The frog teleporting is working in the intended way actually ahahah. The monster was the last thing I implemented in the last 2 hours of development. Basically how it should have worked was for the frog to go from one tile to another adjacent to it, and if it saw you, it would start chasing you from tile to tile, and if you entered a room, there would be a chance of it chasing you, and other of it going back to roaming. There was no time for that implementation and to properly test it, so I ended up with the frog to teleport to a random tile in the corridor in a specified time interval, and if you met the frog in the corridor, you needed to hide quickly, or else game over. The small red particles is to help you tell where the frog is at the moment, if you see those particles in a room it means the frog is in a room adjacent to you, which means you can wait out to move again, or take a risk and move to a room adjacent and hope this wasn't the one the frog is in.

The frog being stuck on the screen is a limitation of the implementation I used. Each room is a sprite that changes its image, so when the frog is in the room, its sprite would always appear over the sprite in the room, since all is 2d. I though of implementing it in a way where you could see the frog in the adjacent room, but with the next room being filled with darkness that was quite hard unless we made the adjacent rooms sprites visible in the room you were in, and that would require more art, so we scoped it down.

Anyways, I'm really glad you still enjoyed our game, we really did put a lot of effort into it, didn't think people would actually think no map and no sound to be a plus, tho I guess it does give an eerie mood to it in a way ahah

Pretty challenging actually, cool stuff