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Isokardiomancy's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Artistic Style | #1 | 5.000 | 5.000 |
Playability | #258 | 4.000 | 4.000 |
Theme | #653 | 3.000 | 3.000 |
Cleverness | #755 | 3.000 | 3.000 |
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- I did enjoy playing your game, the gameplay was nice and smooth .Unfortunately I don't think I proceeded far enough to experience your interpretation of the shadow portion of the theme, it sounded really interesting in your GDD. Howeever, I feel that simply your character being an alchemist is a little loose. You have a really nice artstyle, and I like the music in your game.
Did you include your Game Design Document as a Google Drive link?
Yes
Seriously... did you include your Game Design Document?
Yes
Is your game set to Public so we can see it?
Yes
Tell us about your game!
Isokardiomancy is a fast-paced top-down bullet hell where your attacks can destroy incoming bullets.
You play as an alchemist who, aided by an ancient being, dwelves deep into their own heart and battles waves of shadows to redeem himself from a terrible mistake.
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Movement: WASD
Ranged Attack: Left Click
Melee Attack: Right Click
Dash: Shift / Spacebar
Interact: E
Pause: ESC / Enter
The volume can be adjusted in the pause menu
Extra Notes
Thank you for checking out our game! This is our first game jam, and it was a positive experience. Any feedback or constructive criticism is much appreciated.
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Comments
Had fun with this one! I like how fast-paced it is, and the idea of healing by dashing though enemies is really cool. At the same time though, I had a bit of trouble aiming the dashes and precise movement in general. Also, with all the talk about missing pages I was definitely expecting upgrades and stuff, but I guess that was just left out due to time constraints. Plus more enemy types would be nice too!
Overall really fun short game with portential, good job! 👏
I'm glad had fun! You are right, time caught up to us and we had to cut some ideas. We plan to readjust the movement to make it feel more precise when the game jam ends. Thank you for playing!
What a unique and interesting little experience.
The game really got off to a fast start where it felt like the character was ZOOOOMING so quickly. But I got used to it just as fast I think so it wasn't really an issue to be honest.
The events/dialogue/progression was really well done and fun. It felt very anime-esk with the giant swords and the random space girl running around in her underwear. The ending was interesting too. I was surprised it didn't end with the shadow fight with the dual swords.
If I'm being honest the combat isn't very fun. I wish I could get other weapons or upgrade my ranged attack cos it's really slow and not that interesting. The sword on the other hand is just insane and is by far the best weapon to use the little combo is really well done and I love that it moves you around too.
The art was fine no real concerns the environment was a bit boring but I appreciated the different traps and falling down the pit Zelda Link to the Past style was a really fun choice.
Despite the music bug at the end which you noted in your game description the music was great and fit the game really well.
Overall it was a fun little experience with a lot of heart and potential.
Hello, thank you for trying out game!
Yes, we have also received feedback from other players that the ranged weapon feels uninteresting, and I do agree. During development I spent much more time fine tuning the sword to make it feel good than the ranged attack. We did have a different enemy type, weapons, upgrades, and a boss in mind while developing the game, but we couldn't implement them due to time constraints.
As for the art, I agree. The art for the environment was honestly rushed, and on top of that this was our artist's first time doing any pixel art. If we properly continue the game, we plan to redo all the tiles and sprites
Thank you for your feedback and for playing our game!
I've not played till the end but I found the fast pace on point :)
Thank you for playing! I'm glad you liked it!
This game is quite fun. I like how melee attack is also a good movement tool, and that you heal on dashing through enemies.
Movement feels a little too hard to control. Couldn’t precisely position character. Also something is definitely wrong with holes on ground - either collider is too big or dash has some delay. You can try to dash at the very last moment in the tutorial area to see what I mean.
I also would like if you could continuously shoot while pressing LMB. Spamming it gets repetitive.
And finally, a little more visual feedback would do wonders. Like some animation or screen shake on getting hit.
Great job!
Thank you for your feedback, I'll be taking it into account. I'm glad you had fun!
This is a super fun game. I really like the idea of dashing through enemies to heal. It incentivizes player to get up close to enemies rather than run away. I don't mind the fast paced gameplay. I think maybe having a short acceleration period would help help the movement feel a bit better and give the character some weight. Otherwise, the gameplay is great. Good work!
Thank you very much for playing our game! I'm looking into ways to make the movement feel better, I will definitely experiment more with different accelerations.
Very nice! Feels super finished. I couldn't distinquish from wall to ground to pitfalls and constantly bumped into something and fell down pits, that felt pretty frustrating. Maybe some more contrast there? Also because the movement and gameplay is so fast paced (which was fun) , it would help a lot if the camera moved towards where the player is going. Now if I run up or down I'm super anxious because i see only few meters in front of me.
The rock-paper-shotgun against the enemies and their bullets was rewarding. It made it feel like every mechanic had a reason/use. Same for dash going over pits and sword-dash not.
Thank you for the feedback and for checking out our game! Looking back, I agree that the camera does sometimes work against the player. I'll look into ways to make pitfalls stand out from the walls, and to and make the camera feel better. I'm glad you enjoyed the mechanics, I put a lot of thought into them!