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Ismael Rodriguez

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TimestampSince previousGameIsmael Rodriguez's comment
Apr 16 05:09:12 NecroBit ♥ 3 Great job. I especially like the input system required to summon things. The art is cute and charming, 1-bit is cool, but also causes some readability issues. I wish enemy bullets were more visible (*maybe a different color?*), and it was hard to tell when I was taking damage, when I died, I didn't see how, and it was quite abrupt (*maybe some freeze-time and screenshake feedback?*). The allies did their job for the most part, but when I'm just trying to explore and blitz the map, they kind of fall behind (*I wish there was a "call" input I could use to pull them to my location?*). Overall great job everyone!
Apr 16 05:24:05 14m 53s Hot Wax 🕯️ ♥ 1 I love the idea! I wish I was better at it (*please give me more fire, I need it lol*)... Best I could get is lv7 (from lv1).
Apr 17 00:17:08 18h 53m Room to Grow ♥ 3 Love the cute character artwork. The biggest thing I would recommend is offering some directions to players, especially because the map is so big. I found the first 2 missions. The 3rd mission, I'm not sure if one exists because the dialog copies the 2nd mission, and I wandered around and never found it. Maybe add some notes and a simple type of "where to go" in the game description? Overall a lovely entry with a nice message and cute pixel art.
Apr 17 00:45:05 27m 57s Glyph Tower ♥ 3 Amazing visuals, cool concept, super frenetic and fun. The only critical feedback I have is, it speeds up pretty quick, like before I know what's going on, maybe that's fine because a replay isn't hard. Maybe this is my fault, it took a few tries to understand how many elements I need to collect before I can use them to attack, and it was always a bummer when I tried something and didn't have the resource. I noticed the dots around the glyphs, and the dots on the cursor, I think the dots around the glyphs indicate how much of that resource you need, but it also seems there is a limit to the elements I can collect around the the cursor? So If my tank is full I cant load up on more elements? I guess I just wish the HUD was a bit more readable in that regard. I think I was trying to collect resources while the tank was full, then trying to use the spells but didn't actually collect what I wanted. Anyway, great job yall, super fun!
Apr 17 01:19:23 34m 18s Celestial Summoner ♥ 1 Pure Solid Fun. Like another mentioned, the power up Hud was unclear and needs an arrow or an outline. It also seemed like some power ups didn't register. I wish the guns stacked instead of replacing each other. I had some OP skulls, but lost them because I picked some bug things. Great job overall!
Apr 17 01:43:46 24m 23s By Royal Decree ♥ 0 Adding narrative to alchemy was fun, although I thought it was silly the king would send you away just for you to come back a moment later. Appreciate the blueprint hints, especially because I didn't notice the scrollbar at first lol! Great job overall!
Apr 17 02:51:55 1h 08m bergs ♥ 1 Love it. The different sizes having different abilities was cool, but the RNG was unfair at times, like needing a little guy or big guy and never getting them in time. The audio on the summon was an "interesting" choice... Sorry to say I muted it after some time lol. Level design was fitting, and offered a good amount of "ah ha" moments and puzzles to solve using surprisingly few elements. Overall a great entry, and especially clever use of the theme. Great job!
Apr 17 03:05:19 13m 24s wiz ♥ 1 Love the novelty of the attack/shooting mechanics! Looks, plays, and sounds great! Great job!
Apr 17 04:48:50 1h 43m Stars Align ♥ 1 One of my favorite takes on the theme so far. The controls can feel a little clunky, but other than that it's a joy to play. Audio and visuals are great. Great job!
Apr 17 23:47:39 18h 58m Summoned Assault ♥ 2 Neat idea with a lot of potential, there are many opportunities to improve player experience. **1. Planning your attack** - It would be nice to see what I'm up against while choosing my army, currently we're kind of flying blind and hoping for the best, or having learned from multiple playthroughs. There's only a few levels, and it just adds more of the same towers. But if you were to expand the game, adding tower variety and increasing strategy (like needing robots to tank a certain tower while a monkey sneaks by), then we would need to see the battlefield as we're selecting our troops. I'm guessing you ran out of time in regards to adding more towers, levels, and balance, because you made a lot of troop types, but I can really just spam 1 type and win easily. **2. Visual Feedback** - It's hard to know what is actually happening. The tower's shots are not visible, and we can't see the damage being done to our troops. A health bar, or some other form of visual feedback (color change?) from damage taken would be great. **3. Clear Rules** - It took a few games to notice the heart icon on the top right was the win-indicator. Maybe instead, have some type of character sit at the end of trail and have our troops do damage to that character. Placing the heart over that character's head, and animating it's damage would help convey the goals. OR just move that heart right over the trail, or change it's icon to a checkered flag or something. On first glace I thought that was MY health indicator. I really appreciate how each of the troops have animated walking frames. What's here is a good idea, it just needs a bit more time in the oven. Good job making your entry! Congrats!
Apr 18 00:05:20 17m 41s In My Image ♥ 2 I loved the narrative approach. I'm sorry to say gameplay grew frustrating for me. It was fun to pull the orb around and try to hit enemies. Maybe I'm just bad at it, because I never managed to build up the memories. I always either hit myself, or hit by a hand who snuck up on me. Audio and visuals a great, and the game otherwise feels good to move and round and attack and dash. Great job everyone.
Apr 18 03:16:19 3h 10m Necrogirl ♥ 3 Feels good to move around and shoot things. Summoning allies who do most of the work is great, but the speed of the game makes it hard to keep up with everything if it gets crazy. I think it could benefit from a more zoomed out camera because of how fast everything moves... Maybe i'm just old lol. I had a funny interaction where a knight was basically playing monkey in the middle vs 2 enemies. Eventually I just stuck with spawning archers who just destroyed everything very easily, so I guess it may be a good idea to have enemies who are immune/resistant to certain allies, which would force players to make a more balanced army and approach fights strategically, basically like Pikmin does with elemental types. Maybe being able to "refund" the allies and reform your army based on the specific enemy we're fighting. I kind of wish there were different maps to explore and a more "directed" experience, like moving through areas in a beat-em-up. I'm not sure what the win condition is, just wander around and clear the map of enemies? Visually the game looks pretty good, but it would benefit from a more consistent visual style. Like how the hero's portrait is a different style from the ally portraits. Overall it's a great jam entry, super playable, fun to spam allies and wander around the map. Good job yall!
Apr 18 03:55:56 39m 37s Nose Deep In A Book ♥ 1 Visuals, overall presentation, Opening books and saving their contents, it all feels really good.. The weird movements and poses the summoner does offer a lot of audio and visual feedback, learning how to make the glyphs/incantations was pretty fun, although maybe it's more complicated/complex than it needs to be? I caved-in and used your tips to solve all the puzzles, and even being handed the answers, it was hard for me to execute. Still, I love the approach and overall presentation. Great job!
Apr 19 01:14:42 21h 18m The Ritual ♥ 1 Very nice! Visual and audio feedback is great and rewarding. But, I'm struggled to make any progress and many of the recipes I thought would work, just don't. I had a lot of fun trying, but got frustrated and give up for now, seeing how others managed to complete the game I'm wondering if I just missed something obvious that would allow me to break through. I cant figure out how to make the white spirit, even with your tip in the comments...I feel like I've stabbed everything lol 🤷 It was a lot of fun to try with all the juice, and is the best alchemy game I've played so far this jam! This is where I'm at: stuck.png
Apr 20 00:56:16 23h 41m Alien Crab in the Extamaze ♥ 1 Love the movement system, especially being able to undo any move and prevent brutal frustration of doing something out of order. I kind of wish the combat was streamlined somehow instead of clicking on enemies to attack over and over. Also, it would be nice to pick up items in a line instead of needing to move to each square individually. I feel like the summoning ability is underutilized, only being necessary for a couple sections. Visually the game is great, and feels nice to play. Overall great entry, congrats!
Apr 20 01:31:39 35m 23s Demon Dayz ♥ 2 Beautiful artwork, especially background art. Gameplay gets a bit stale because there's only 1 attack. It feels good to move around and attack, animations are clean. Good job adding a variety of enemies. Just wish there was more to do than attack and dodge. Great job overall!
Apr 20 02:31:56 1h 00m DURO ♥ 4 Cool game. The visuals are great, although there is some bit of style clashing, such as different pixel sizes. First sets of tutorial style levels work well to help with onboarding, but I cant help but wonder if it would be better to only introduce a couple wizards at a time, instead of having access to all of them immediately. The last level was pretty tough, and it felt like it kind of sprang up out of no where, requiring a variety of new tactics like evaporating water, shooting over lowered dirt mounds, and sneaking into the door. There's also a bit of "noise" in that last room, elements the player never needs to interact with to solve the room. Overall a great entry with a lot of potential! Good job everyone! PS. I love how yall are commenting as a team of druids lol
Apr 20 02:54:23 22m 27s Spirit Edge ♥ 1 Fun and challenging juice fest! The theme representation is a bit weak. I was having a hard time restarting the game, I'd always need to click start game, I wish it was space bar or something, especially with how quick the sessions are (kinda takes me out of the zone to take my hand off the keyboard to use the mouse). I also wish the knocked zombies were a bit more clear about their knocked status, they have good indicators, but the speed of the game is sometimes so fast that I forget to soul suck. It feels a bit random whether I can get the zombies into a good rhythm and survive, but it's fun to try! Spinny attack is very rewarding! Good job overall! misbehavenSwine.png PS. Just noticed this screen says press R to restart lol ☠️
Apr 20 21:07:01 18h 12m Make New Friends ♥ 1 Well done, love the style!
Apr 22 04:03:48 30h 56m A Grave Mistake ♥ 1 Very cool. Visuals and presentation are amazing. I love the little silhouette guy and his lantern. I appreciate the simple objectives, but the task of digging and looking for matching spirits felt mostly like brute force trial and error, rather than solving a puzzle. Great job overall.
Apr 22 05:22:05 1h 18m Throes of the Javelin ♥ 3 Very good! Feels great to play, and rewarding to use the physics of the spear's throw and return. Sometimes it can really mess you up, so I kind of wish there was a way to catch without getting pushed into a spike pit lol. Audio and visual are top notch and create a great and fitting mood. I appreciate we're not summoning demons like most of the games in this jam, however a part of me feels the theme representation is on the weaker side. I think I made it to the end, where the room is filled with the blue collectibles... I kind of wish that was more clear somehow, just to put a nice bow on it. (*I'm guessing ya ran out of time, understandable*) Great job overall, everyone!