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SoToSendoCadu

146
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A member registered Dec 14, 2020 · View creator page →

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thank you so much <3

thank you :D

Thank you, really <3

And don't worry, your complaints are really helpful, I'll keep both in mind when working in future projects :D

Thank you. :D Probably in highsight I should have adjusted the ticking a bit better (I could also use the excuse the passage of time, for some people, can be annoying and it wanted to represent that, but that would be a stretch lol)

Thank you, I'm glad to hear that <3

you're welcome, I also can relate to feeling I have a lot to learn as well, but I guess that's just how music making is (the more we're aware of what we still have to learn, the more we're allowing ourselves to become better artists)

Interesting concept, and I loved how much effort you put thinking on which scenario each song would play out, and it's even cool you recorded a lot of instruments live. I like the vibe, but based on the descriptions you gave for each track, I'd suggest trying to use the minor scale or adding another synth layer to add some "darkness" to help bringing the mystery to the song a bit more, and I'd be careful with the volume of some instruments (at least, hearing with phones, it felt like some instruments were louder than they should, unless that's a creative choice, then my bad). "The Watchover" is my favorite, and knowing the idea for it added even more to the track. Good job :D

Gear Madness is so good. The production in it really give a sense of danger and urge to fight. I liked the concept you developed. Good work overall :D

Thank you :D

Thank you <3 

Thanks. Probably, if I intend to expand on it, I'll have to change and, most importantly, add more things to the game, and some people even gave great suggestions for new mechanics. And I remember I was concerned on introducing the gameplay in a way people didn't get lost or got overwhelmed right away, but I get your criticism, and it'll definitely be something I'll work upon if I expand on the game. Again, thanks for your feedback and for playing :D

Thank you, I'm glad to know that :D

Congrats into being the baddest of them all :D And, yeah, I wish I thought on the reset button, but at least that will become something I'll never forget for projects I do in the future, and it'll be one of the things I'll fix if I eventually start working on expanding this project. Thanks for playing, I'm glad you had fun :D

Thank you :D

Thanks for the feedback. The Hero not having enough space was a design decision, as I wanted people to be mindful on how close they throw their spells on the Hero, but I get what you mean, and probably if I eventually expand this project I'll have to introduce this and other similar limitations in a better way. I regret not adding the "retry" button, I wish I saw this but, well, living and learning, right? Again, thanks for playing :D

Thank you :D

I liked the concept, and it's a kind of game that manages to be calm but still offer some sense of objective, and I think it's quite challenging to do that. I guess my only "complaint" would be to have some way to force some of the items the characters want (maybe some sort of special), because I kept feeling I was out of luck with them, but it could be me not being strategic enough. Great work :)

I like the concept, and I can imagine it working pretty well on VR. I'd just recommend adjusting the mouse movement, because it got me a little disoriented for a while, and maybe see if you can or switch the sword effect to work with stereo or have an indicator on where the attack came from, as after a while you may not know from where you're being attacked and it got a little frustating to me. Overall, good entry :)

I'm glad you liked the concept. Due the time, creating the coins was my way to have the Hero "fighting back", because some of the ideas I came up with would take more time or the implementation didn't feel as intuitive enough to figure out in time. I also thought on some ideas to make the Hero's movement less predictable in some ways, like make them go in random directions sometimes, but I felt it would overcomplicate the game (at least, for this version), but are things that I'll probably think about it if I eventually work on expanding the game. Thanks for the feedback :)

I liked the concept and the presentation overall is really cool, but maybe being the annoying nerd (sorry), I wish it could be simplified for the jam so you could expand upon for controllers, because playing with the keyboard got a little confusing to me, at least, as it's too much to do simultaneously (but it could be a me problem as well). I hope you keep working on the game, I think it has potential

Thank you, I'm glad you liked it. And I've started thinking of possible new mechanics (some thanks for the suggestions people left in the comments) to serve if I eventually works expanding this project 

Thanks. Yeah, it's probably one of the first things I'll need to solve (actually, I have a personal theory on why it's happening)

I loved the concept and the art style is cute, but I feel the controls could be better adjusted, because it doesn't feel right for a platform game, especially where a lot of the moves need precision. However, I hope you keep working on it, because it would be cool to see an update :)

I like the idea, and the magnetics mechanic really allows room for interesting puzzles, but I feel like the controls could be improved a little bit (maybe using WASD instead of clicking and scrolling) for the movement. I also only understood I didn't need to be close to the grey items to change their polarity after staying for a while on the first level, but it could easily be a me problem, tbh. Overall, I think it could easily be improved and expanded upon for a bigger game. Good work.

Okay, that was quite challenging lol I feel like some adjustments on the fireballs from the sun would already help the gameplay a lot, because it felt a little off how slow the fireballs moved compared to how unpredictable the Icarus' movements felt. I liked the art style and music, and it cool to be the sun this time, interesting twist in the Icarus story. I liked it, congrats :) 

The visuals are really good, and I liked the idea of an inverted pinball game. I just wish there was a bit more of explanation on how the mechanics work, because I got quite confused on that front. And congrats on making it on your first jam :)

The concept is hilarious and, and the visuals are really good. On the gameplay note, I just wish the controls were a bit different, because I got confused all the way because of how close the WASD, Z and X are (at least, for me, it didn't feel much intuitive as it could be). It would be good also to adjust the screen velocity or the characters velocity so you don't feel like you're always about to get in the conner of the screen, as well have some sort of penalty (like the classic 3 strikes, you're out and you have to retry), unless there are some penalties in place besides the throwing animation and I didn't pay attention (sorry if that's the case). Overall, great concept, and I think it can be expanded into something bigger easily. Good job.

Not a bad idea. But I think the execution would be better if there was a way to see the "platform", to put in that way, or some sort of environment changing (I'd recommend adding a tilting animation if the background is just static). It'd be a subtle but good way to give more spatial references to the player. I liked the neon work, tho.

I liked the idea (especially because in most rhythm games you follow the music, not the other way around). I just wish there was some limitations on the buttons I can play (like, for example, I only can use two or three each time), because I'd eventually just press everything and the character basically became immortal. I'd also recommend giving more time or some sort of preparation before the fights (or maybe a velocity button), because everything went so fast I'd barely keep up with some of the actions. However, I can see the game expanding into a fully fleshed thing, so I hope you keep working on it after the jam. Nice entry :)

I liked the concept overall. I just wish there could be a way to demostrate how far the character claws would go, to better position myself against the waves, and that the knights gave damage to my character maybe after touching it for a few seconds, as avoiding them requires too much precision in comparison to the way the game is played, with the heroes comming from all sides. Cool game

Cute visuals and it can easily become one of those comfort games if you need to relax. I just wish there was some sort of tutorial or introduction to better let me know what to do (I kept pressing stuff and had some guesses, but it would be good to understand what I could do a better). Cute game, tho

I'm glad you liked the idea. And it's a good idea, having more options to make the Hero to react to, thanks for this suggestion <3

Thanks for your feedback. Some people have been giving me some ideas of what to add next if I eventually expand upon this concept, and because this is my first jam I knew I didn't want to risk overscoping or overcomplicating the initial idea, but I'll see ways to spice things up. Thanks again :)

Thanks, I'm glad you liked it. I have a theory on why the collider problem may be happening (my bad 😬) so it'll probably be one of the first things I'll have to fix if I eventually expand on this project

I'm glad you had fun. About the hitboxes, I think I know what may be happening and if I eventually expand on the concept I'll work on that. About the Hero going in an unexpected direction, if it's happen when they're close to the houses, so that's working as intended (they check how much room they have to dodge in the opposite direction, and if they're too close from the walls and your shot was too close from them, so they'll move further, so they go in the opposite direction to better dodge), but I should have warned about that or make a level to showcase this behaviour a bit better. Thanks for your feedback :)

Thanks, I'm glad you liked it.

About the turn the hero does near the houses, that's because if they doesn't have enough room to dodge in a direction for being too close from the houses, they'll try to dodge in the other direction, to add into the importance of knowing how close to aim each time, but I probably should warn about that or make a level that showcased that in a more explicit way, so I'll  surely have to work on that.

Thank you. Probably if I eventually expand on this, I'll probably need some playtesting to help with the challenging level, but making it during the jam has been a really good opportunity to learn from

Thank you so much :D

Thank you. And yeah, I'll probably try or changing the fonts or adding a toggle option so you can pick between a more stylized font and a more common one. I really wanted to help the presentation with the font, but, yeah, readibility is more important

Thank you, I'm so glad to hear that :D