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A jam submission

Commander Puppy McPawsView game page

A mix of roguelike and shootemup, like Binding of Isaac meets R-Type, but in 1-bit.
Submitted by xPheRe (@xphere) — 3 minutes, 46 seconds before the deadline
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Commander Puppy McPaws's itch.io page

Results

CriteriaRankScore*Raw Score
Bug Free#34.4444.444
Likely to Release#54.1114.111
Overall#53.8613.861
Interesting Gameplay / Fun#83.5563.556
Aesthetic (Art & Audio)#223.3333.333

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Cool entry! I love the 1bit aesthetics of it, and it seems so polished!

I loved the phase screen that makes you choose where to go first, reminded me of Darkest Dungeon.

Also, I loved how the game gives rewards even if you lose the phase, neat way to balance difficulty and it made me not give up on the levels.

One little improvement I could suggest is that the bullet has the exact same speed as the player, so if you shoot while moving forward, it seems the bullet is stuck to the ship. This also causes the possibility of multiple shots overlapping each other.

Submitted(+1)

Nice entry! I like the concept is simple and easy to grasp.

The things I didn't like are ship controls feel sluggish/slow and the enemy bullets are also too slow, which could be personal preference

I think you are really close to release, by just adding juice I can visualize a really great game!

Submitted(+1)

>What was the most frustrating moment or aspect?

I missed the exclamation mark from the prototype that let me figure out where the end point was and plan accordingly. The removal of this makes map movement feel less interesting, especially with the upgrades. I don't feel as much like I'm building towards something.


>What was your favorite moment or aspect?

I like the addition of upgrades. I wasn't sure what the money is for, I assume it's for something I didn't see.


>Was there anything you wanted to do, but couldn't?

I wanted something like the chargeable laser from the prototype, a weapon that would help me speed up the more annoying fights at the cost of needing to charge it.


>If you could change, add, or remove any 1 thing, what would it be?

I would remove or change the static exploding mines. Maybe they're more of a threat in large numbers, but I found them to be more of a speed bump than a hindrance.
Developer(+1)

Thank you so much for playing!

The exclamation mark is the place where you'll find the final boss, and it's hidden for a reason: I first wanted the fight to start as soon as you reach the place, so when you don't know where the boss is, this works like an ambush. There are ways to know it and play to your advantage for better planning. But I might make the location visible at least in the first level.

I think you missed the shops, where you can find greater upgrades, like the laser you said and other weapons. I think I should made more clear when the ship is in a special place, for better visibility.

The exploding mines per-se are powerless and boring enemies, I'm planning on making enemy encounters more interesting by combining different waves.

I value your feedback and it'll help me make a better game, for sure. Thanks!

Submitted(+1)

I'm a fan of allowing the player to see where the boss is, as in other roguelikes like Returnal, because it allows the player a choice: push on now or try and power up before facing a boss. There's still a chance of it being a non-choice, as when a player is struggling and therefore must take extra time to power-up or when an advanced or impatient player is in a rush and so must face the boss as soon as possible. However, taking the choice away removes control for the struggling player, the advanced player, and for all other forms of player. It makes the game a bit less interesting and a bit more tedious.


If ambush bosses are part of your design intention for the game that's fine. I feel like it's a missed opportunity though, especially with shops also being hidden to the extent I've yet to see them.

Submitted (1 edit) (+1)

Good job on the random maps! You’ve captured the feel of a space-exploration roguelike well.

The gameplay was a little hard, although this is probably because my skill level in shmups is rather low.

In some of the reward screens I found only one option: some amount of money. Not sure if this is intended.

After selecting a stat reward, the screen should stay until the user presses a key. It changed too fast for me to read the stat description.

Some audio would definitely help.

Nice work overall!

Developer(+1)

Glad you liked the random generation, I put great effort here to make it feel like a "reasonably real stargazing experience" :P

The reward screens are random right now (I want to change them based on difficulty of the waves) but it can go from nothing to choosing between two items and money reward, so it is intended (although unfortunate).

I'm working also in the sound layer, and a bit of UI polish, so your feedback is mostly appreciated. Thanks for playing!

Submitted(+1)

I really liked the concept and the progression system, but the game speed itself felt really slow. It was difficult to judge when I should shoot moving enemies from far away cause it would take my projectile so long to reach them, and it could also be difficult to dodge attacks just cause my ship felt so slow. I also liked the different enemy types, but think you could mix them up with multiple types per level, as is the enemies that explode when you shoot them were never a threat, whereas the enemies that wobbled up and down and shot a few bullets towards your current location were incredibly dangerous. 

That all said, it's a very simple and clean concept with a lot of potential. I'm looking forward to seeing where it ends up at the end of the week.

Developer

Glad you liked it! Based on feedback, I still have planned one more enemy (besides the boss) and also combining waves together in a single screen to make it more random and difficult. Thanks for your comment!

Submitted(+1)

I really enjoyed playing this, and I liked how you modeled the level/path select after a constellation. The game seems built around an item progression, but the starting move and shoot speed feel kind of slow to me. The art and visual effects are great.

Developer(+1)

Yup, the whole idea is to improve your ship over the game, but then it breakes the sh'mup experience a bit... I need to balance enemies and weapons so it keeps rewarding exploration while making it feel great from the start. Thanks for playing and leaving your feedback!

Submitted (1 edit) (+1)

I liked it! I think that you are going for a slower overall game pace than I'm used to with shmups, which is fine, but I think that it becomes a liability, especially because things take a long time to happen (section length is long, bullet speed is VERY slow, ship speed is slow, etc), and without that quick decision making shmups often rely on, it feels flat.

Also, the problem with a lot of the powerups is that most of the time, they felt like hindrances more than help, especially speed-down for something-up items, which in a game where the ship speed is already slow and the hitbox is very big, feels like certain death.

Visually, I think the game is really nice! Again, I think having different bullet types for different enemies would help a lot, but besides that, I appreciate the variety you put in the sections, and my only wish is that you would mix-and-match enemies to complement each other.

Can't wait to see the final build!

Developer

Yes, I focused too much in the rogue part and the sh'mup feels a bit bland. I hope to get there with a bit of item balance and making levels more like a bullet hell with more waves of enemies per screen.

The idea with object rewards is that they're low quality, giving only little boosts or buffing a stat while debuffing another. For better quality you need to find treasure rooms or buy at shops. I'd better balance these low quality items or make them better and scarcer. Also I'd reduce the ship hitbox and/or make shield upgrades more accessible.

Next big thing is the big boss battle and then chain multiple enemy waves, together or one after the other, and do it procedurally.

Glad you liked it! Thank you so much for playing and leaving a comment, feedback is much appreciated!

Submitted(+1)

Solid and expandable structure.  Already playable and enjoyable with lots of potential.  The explosion animations are good and impactful, even without sound I could 'hear' them.

No audio while playing. So either a bug or you havn't added it yet.

Played HTML5 and Windows builds.

Developer

Glad you liked it! still lots to do during polishing week, like adding music and sound. The problem with rogues is they need lots of content that I had not the time to create during production, I'm hoping to add some for the final build.

Thank you for playing and giving your feedback! I appreciate that a lot!