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, must make his way through a mysterious realm and battle shadows to redeem himself from a terrible mistake.


Controls

Movement: WASD

Ranged Attack: Left Click

Melee Attack: Right Click

Dash: Shift / Spacebar

Interact: E

Pause: ESC / Enter

The volume can be changed in the pause menu


Made for the Pirate Software Game Jam 15.

Game Design Document

SFX Assets and Other Credits


Team Members:

Vanitum- Programming and Game Design

Ryuvlar - Art, Music and Dialogues

Blordblack - Sound Effects

Vaalfad - Enemy Art Design


Now that the game jam is finished, I made an update fixing bugs and making small improvements. Thank you to everyone who has played the game!

Comments

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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! 👏

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.

In the beginning of the game I felt like the movement is a bit fast and the enemies' hitboxes are a bit small, as others have also said it, but once I got used to these things I really enjoyed the combat. I liked how I could use the environment to separate enemies and making it easier for myself to heal this way. The music is fun and the story had me hooked. I wonder if you plan to continue this and if so what you have figured out for the story.

Hello, thank you for playing! We might continue developing the game after we adjust the combat and movement. As for the story, during development we figured we would like to have different bosses themed after the past events on the character's life that lead up to the their current situation, and that after defeating them, the player would have the option to go into a memory in the form as a small RPG section where you get to play through the memory. This was, of course, very much outside of scope for the game jam, so it was mostly an idea that we took into account when thinking about the story. If we keep developing the game, we might decide to do it differently.

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The game has a lot of potential, it's a fun fast paced experience with a refreshing touch. The dashing through enemies to heal bit is really engaging and forces you to aim well and time your dashes so I liked that a lot. The tiles are well done, but the pitfalls need a bit of contrast on the edges, in my opinion. 

The character moves a bit too fast, but that in itself can be a strong point of the game to help polish the player's control skills.

The hitboxes for enemies are a bit small too, but again, reinforces the "Get good at aiming" aspect.

In any case, amazing job! Would love a full game with some polishing done.

Thank you for the encouraging words and for playing our game!

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Wow, this was really impressively fun. It's sad that the last scene had a double song going as I could tell it would hit differently with the ending soundtrack!

The enemies, the movement, the combat, the sounds, all super great and polished. The only things I was going to suggest were the fall pits, the camera and the dash hitbox, but you've already listed it. 

Great game, well done!

I'm glad you liked it, thank you for playing our game!