Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Dude! Where's My Couch? (Early Access WIP)View game page

Fight monsters, solve puzzles, & find secrets in this quest for a couch! You're a little old to be sitting on the floor.
Submitted by portableclouds (@portableclouds) — 1 hour, 29 minutes before the deadline
Add to collection

Play game

Dude! Where's My Couch? (Early Access WIP)'s itch.io page

Results

CriteriaRankScore*Raw Score
Art / Graphics#214.3305.000
Sound/Music#353.7534.333
Controls / UI#572.8873.333
Overall Fun#593.1753.667

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

If you have competed before, how has your game changed?
I haven't submitted to this before, but since it's a paid game, this is the free download key:
https://portableclouds.itch.io/pv-beta/download/3noqMvPzJdULE6hoPNIbEHGCpKFuskTxygF8pFER

Genre #1

RPG

JRPG | CRPG | MMO| RPG

Rating #2

For adults

Leave a comment

Log in with itch.io to leave a comment.

Comments

Link to VOD:

(will be live at 9pm EST)

This is fun! I like the art and the music a lot. I feel like the style of art really suits the game itself, from what I'm able to tell. I was enjoying myself while playing the demo, and I would definitely consider purchasing this game upon a full release. I was definitely getting invested in the story and yelling at the bad landlord! Hahaha

That said, some feedback for you.

First and foremost, please include an "exit game" selection in the menu. It was really awkward trying to exit for a moment because I didn't realize I needed to go back into settings and return to a windowed game, instead of fullscreen, to get the little "x" in the top-right corner. If you're going to offer the fullscreen option (which I think is wise), having the ability to exit the game through the main menu is also needed.

As enjoyable as the game was, I did feel like the "intro" was a bit long. You definitely earn a good bit of money, which you'll likely need for the mall, and get some experience and items--but it took me an hour to get to that part. It might not be able to be reconciled based on game needs, but it did feel a little excessive. Might feel less excessive if it's more obvious how to get money for the inn (I think you might have needed the library, but I was so busy talking to villagers that I didn't make it there in time), and the urgency is noted in getting there. Perhaps something the landlord could inform you of also.

Finally, for QOL it would be helpful if the HP bar was always shown over enemy heads. Sometimes it was there, sometimes it wasn't. Without the enemy HP bar it makes it very difficult to gauge if I should use specific items or attacks, or save them for a different time. 

Game mechanics aside now, a couple of items to note on possible bugs:
- On the roof of the apartment building I snagged the $10, but it did not go into my wallet.
- Some of the areas on the map cause the game to lag significantly.

Overall though the game is solid and I look forward to where it goes! Definitely a unique premise for a story line, and I have to say, I really like the character classes. Much better than the typical fighter/mage/rogue/healer type stuff. Plus, Bob became an agent of Chaos, who doesn't love that? LOL

Developer(+1)

thanks for the feedback! The money thing is definitely a bug 🙃 I’m glad you enjoyed it!

Jam Host (1 edit)

Hello! Welcome to Feedback Quest 7! My name's Hythrain and I'm one of the hosts and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!

So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.

So when I first booted up this game, I had to stop and look up what different terms meant because IT STARTED WITH DADDY, QUEEN, TWINK AND BEAR. I was traumatized! XD

When I finally got in and started playing, however, I was immediately left in bewilderment. From Davis having the exact same sprite as me to trying to find battles to make money to stay at the hotel, every new thing was leaving me bewilderment. A plastic bag for an enemy? Ratcat?! HOLY FUCK KAREN! XD I was laughing.

I bring this up because I think this is the strongest point of this game: to constantly bewilder the player with things. From here, however, we need to talk about the problems, most of which revolve around combat.

At its core, this game is very much an RPG Maker game, despite impressive visuals that break that mold. From a wide variety of effects and weaknesses and strengths to excessive miss rates and likely defensive stats not working as they're supposed to. It even has the default RPG Maker mechanic I hate the most: CALLING FOR HELP.

So first bit of feedback I have: remove calling for help. Just get rid of it. It's garbage. Worst thing you can do for your game.

After that, I recommend going back into your combat and try to simplify it. One issue with RPG Maker's core is that it makes a very diverse set of ideas with elements and status ailments. This isn't entirely bad, but RPG Maker's design tries to make it so you need to be interacting with this system from the moment the game starts. This is never something I recommend doing in an RPG because generally the player should be eased into things. Lemme give you a prime example: Final Fantasy 10.

During the first two areas of the game in FF10, the player does not need to worry about "magic" damage or the idea that certain targets can be killed more easily by certain characters. These mechanics aren't introduced until you're on Besaid. In short, it keeps combat simple up until the main journey begins. I think this is always a model others should make use of.

Now note that while I said simplify, my example didn't cut mechanics out. It simply didn't make them matter until a certain point. This is why I argue against the RPG Maker default style.

That said, I still think you should try to find a way to make your combat more unique. Something to make it stand out against other RPG Maker games even more.

Developer

thanks for the feedback! I’d love to see your VOD once it gets posted!

Jam Host

I had to wait until the VOD's scheduled post went up, but here's a link for ya!

Developer(+2)

if you cant see my free download link for whatever reason, here it is https://portableclouds.itch.io/pv-beta/download/3noqMvPzJdULE6hoPNIbEHGCpKFuskTxygF8pFER

Submitted

This looks super fun, and I think it's certainly worth the $5 price tag, but it's a bit difficult for me to justify purchasing a game for a feedback game jam. I might return to this later since I think it looks genuinely fun, but at the moment I think I'll have to pass which is a bit of a shame.

Developer(+2)

The free download link is in the entry post under the “what changed since you last entered section”. If you cant see that link for whatever https://portableclouds.itch.io/pv-beta/download/3noqMvPzJdULE6hoPNIbEHGCpKFuskTxygF8pFER