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Oooh the core gameplay here is SUCH a cool concept! I'm really interested in seeing how that could evolve mechanically as the game is developed.

Needing to collect ammo but not hold too much is a unique approach that I like! I almost wish there was a way to "burst" and deal area damage to spend an amount of ammo to keep from overloading, but also force the player to risk using too much.

The character design is wonderful! Even just peeks at others from the cooking segment was wonderful. I think the cooking segment would benefit from having some kind of parallel to combat, whether that color coordinating actions or something similar. Rough concept but they currently feel like very separate segments.

But I am absolutely on board with the concept, wishlisted and best wishes on production!

VOD (from 02:11:47 to 02:29:23)
https://www.twitch.tv/videos/2561690458

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Thanks for playing and wishlisting! Your stream was so fun and seeing you enjoy Dogwood made our day!

Based on the feedback we've gotten so far, the ammo system's a friction point for many players. For the full game, we're considering removing overload (when your weapon breaks from collecting too much ammo) for the beginning guns, just to make it more accessible for everyone. 

We actually have some similar ideas for the restaurant, like color-switching mechanics that changes the way Doug cooks meals. We've got a lot of things we need to test still, but hopefully the restaurant will start to live up the combat soon!