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A jam submission

Take The BiscuitView game page

Lure, kite, and escape watchful doggos to sneak by and get their biscuits.
Submitted by Axiogon — 7 minutes, 51 seconds before the deadline
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Take The Biscuit's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#74.2384.238
Enjoyment#184.2704.270
Overall#413.9743.974
Innovation#733.9053.905
Theme#1113.9523.952
Audio#1963.6193.619
Visuals#4083.8573.857

Ranked from 63 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does the game fit the theme?
In this pursuit puzzler, you'll need to get the guard dogs attention and kite them around the map in order to get at their delicious biscuits. Staying out of sight alone will not win you the prize. You need to risk getting caught and cornered in your biscuit-bound chicanery.

What code and assets did you not make from scratch during the jam (if any)?
All open source assets with a couple custom sprites and edits made during the jam period. Code from scratch.

Sprites:
-Dogs: https://opengameart.org/content/dog-spritesheets
-Base Tilings + Fences: https://kenmi-art.itch.io/cute-fantasy-rpg
-Walls: https://pine-druid.itch.io/dungeon-tileset-mega-pack
-Emotes: https://danieldiggle.itch.io/sunnyside
-UI: https://opengameart.org/content/pixel-ui-pack-750-assets
-Some UI: https://bdragon1727.itch.io/basic-pixel-gui-and-buttons-pack-1

Music: https://incompetech.com/music/royalty-free/music.html (Pinball Spring, Pixellana, Salty Ditty)
Font: https://www.dafont.com/grapesoda-2.font

How many people worked on the game?
1

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Comments

Viewing comments 40 to 21 of 51 · Next page · Previous page · First page · Last page
Submitted(+1)

dawg this is lit literally such a good game!!!!!!

Submitted(+1)

Really cool puzzle game! Very well polished for something made in a week. The level design is great as well. Great job!

Submitted(+1)

what a clever and fun puzzle game!
the visuals and audio are really good, and overall the game feels pretty polished. 
But the cherry on top is the level design, the difficulty scales perfectly, its super easy to restart the level (plus you can skip levels),  so it doesn't get frustrating, and the eureka moment after solving a hard level feels really nice. 

bravo!  

Submitted(+1)

Incredibly well fleshed out levels for a game jam. The puzzles were super satisfying to solve and had a bunch of the classic 'aha' moments. Puzzle mechanics were tight and well-refined, and the state of things was pretty well telegraphed. Minor nitpick, but the last puzzle was probably my least favourite, purely as its scale meant it was faster to just guess-and-check the routes instead of solving it in my head. Really solid puzzle game, great work 

Developer(+1)

Thanks for playing!  There is a 'why' to that final level but it definitely has some problems.  I think this could be mitigated by slotting in a few more levels that lean on the relevant pattern/resource on a smaller scale.  I'd also like to do something to decouple the screen size from the map size so that a level like that one can unfold into a more natural configuration for the solve.  As is, it all has to kind of smush together to fit everything on screen.

Submitted(+1)

Completely fair, I'm sure if the concepts for it were teased out I wouldn't have to guess-and-check solve. It's definitely a nit pick it's all really solid. Just to throw in my two cents, I do prefer smaller puzzles and fitting all on one screen is a bonus. But that's definitely personal preference, I'm sure decoupling will open up for so many more interesting ideas.

Submitted(+1)

This game is crazy addictive. I'll need rehab. 

Submitted(+1)

Very clever puzzle! The mechanics were simple but allowed for some challenging designs. I’m looking forward to seeing more levels

Submitted(+1)

Awesome stuff!! Its a very good mechanic i love the pathtracking and having to lose the dogs! i got mega stumped at the face level, had to skip it... Congrats on making this!!

Submitted(+1)

Incredibly clever use of the theme! The levels are really well thought out. I like how complex they get really fast! The last 3 took me a long while to figure out

Submitted

Very enjoyable game with lovely music and artstyle. Fantastic job

Submitted

What a clever puzzle mechanic. It's perfectly on theme and trickier than it first appears! The presentation is charming, too. Nicely done!

Developer

Thanks for playing!  I feel like the rule set offers quite a lot of potential with just the few basic rules in the jam.  I'm excited to explore this more thoroughly in the future and branch out into other mechanics.

Submitted (1 edit)

A very well-designed game, wow! The graphics are cute, the dogs' behavior is so well thought out, it works so well!

I'm stuck on level 10, but I'll try to get back to it with a fresh mind, lol.

I can't imagine how technical it must be haha well done!

Developer

Thanks for playing!  The most technical part of development for me was getting all the character movements synced up to the same keypress in a way that doesn't leave anyone stranded in a weird state.  It's hard to honor all the various ways the player could be pressing directions and/or undo while still making the controls feel responsive.  I just picked up Slip 'n Slime the other day and they have this cool input mechanic where moves are queued up and executed at the appropriate time if you are entering inputs faster than the little slime character can move.  It's easy to miss great controls like that, but super noticeable when things feel bad.

Submitted

OMG! The screenshots looked so unassuming, and I thought this is a simple sokoban game, but boy! The stealth-type mechanic, the "distractions", the visualization of what the enemy AI is thinking in terms of pathing and state is just AMAZINGLY CLEAN!

I'm obsessed with this because I always want to make a Hitman-like, but I have no idea how to do it without going overboard. This game distills the formula to its basics. I'm impressed!

Congrats!

Developer

Glad you liked it! Getting walls, posts, and enemy behavior was initially just going to be my springboard into other features, but I was really surprised to see how much could be done with just these basics.  The visual cues for enemy pathing and the undo feature were really the only must-haves from there.  Anything less and the game becomes decisively miserable to navigate.

Submitted

Really nice and hard puzzle game, or hard for me cuz i havent played puzzles for a long while. designing it mustve been even more difficult. Well done! Good asset choices all around. My only critisizm is im a little unsure as to how much risk is involved . Keep up the good work!

Developer

Thanks for playing!  Designing levels for this game ended up feeling like a game all its own.  I had a lot of fun with it.

I'd argue that the lore of the game involves some risky maneuvers, but I'll definitely cede that a deterministic rules set with the ever-present option to "undo" is pretty darn safe from the players perspective. :)

Submitted

I always admire people who can make puzzle games! This was very nice all around, the dog behavior mechanic is really clever and refreshing. The level design did also a great job with the onboarding and mechanics introduction. I didn't manage to beat all levels, but I will certainly come back to this. Very well crafted game, keep up the good work!

Developer

Thanks for taking a look!  After all the feedback, I think I have reasonable plan to smooth out the difficulty curve without nerfing the complexity of the later levels outright.  In short, there's some patterns that could be taught more clearly in earlier levels in order to ensure the player has a more complete toolbox at the ready for the larger constructions.

Submitted

Last two levels stumped me even with hints but I gave them both a good long effort. Would’ve loved to just see a walkthrough or whatever at that point. Good stuff overall though! I liked how you took what might’ve been a bug (dogs stacking) and turned that into a cornerstone feature. Nice work!

Developer (1 edit) (+1)

Thanks for giving it a go!

The second-to-last level relies on an asymmetry in how dogs respond to seeing that their target is no longer in the location they expect.  For treats (which don't usually run away under normal circumstances) they just give up and stop wherever they are, as opposed to going all the way to last known location (as when chasing the player).  This really only happens once before in all the levels, so the punchline here definitely needs better setup in the preceding levels.

The last level demands a very precise sequence of biscuit collection while also allowing the player to make some irrevocable mistakes early on.  While I don't think this is inherently a bad thing, the game as-is forces a lot time to be spent executing individual moves even if the player has a very clear global sequence in mind.  It would be interesting to explore ways to make movement planning and iteration go quicker.

As far as dog-stacking goes, it felt like the more natural way to go.  With a little more time to polish, I would definitely want to implement some small offsets for each stacked dog to give the illusion of a pack all running together.  Alas, this ultimately had too many mini problems to solve to make it a priority for the jam submission.

Submitted(+1)

Got ’em both, thanks for the tips :)

Submitted

All around excellent puzzle game. The second puzzle was a perfect example of how the obvious solution isn't always the correct one. And then level 3 seemed too easy?

Please tell me how to get past this level!

Developer (2 edits)

Thanks for playing!

Yeah, those first few levels are mainly there to set up the basic rules of the game. Level 3 is intended to show that dogs won't chase you if you don't have a biscuit yet and that they can't see through stone walls.  The last dog on the right is behind a wall and does not initiate a chase when you run by.  The problem is that there is really only one movement step between that and when the big win screen pops up, and so the player has really only had a split second to get that feedback before everything is covered up.  The win/lose screens are flawed in that they deny visual feedback on the final game state.  Without that key insight about fence vs. wall visibility, the player isn't given the requisite tools to solve further levels, including the one you posted.

rot13 for full breakdown on that level in particular: Bapr gur qbt frrf lbh naq zbirf hc bar gvyr nybat vgf cngu, vg jvyy ab ybatre or noyr gb frr jung lbh qb sbe gur arkg srj fgrcf.  Vs lbh trg bire gb gur evtug va gung yvggyr ubbx nern, vg fubhyq eha cnfg lbhe arj uvqvat fcbg gb lbhe ynfg xabja ybpngvba. Gurer vf bar zber tbgpun ng gur raq vs lbh qba'g gnxr gur rnfgjneq cngu ng gur vagrefrpgvba.

Submitted

This is such a cute puzzle game! The game design had very good level progression and well thought out for a one-week game jam. Thank you for adding an unlimited Undo button because it helped me solve the puzzles a few times and what move I needed to adjust instead of skipping the level completely to win. :)

Quick feedback:

  • I would love see more development in this game! Maybe customizable elements, or more variables in gameplay whether it be items or more challenging doggies in the level(s)!

Overall, you did such great game design! I would love to contribute to art for a game like this! Fantastic work! :)

Developer(+1)

Thank you for the feedback!  There is at least one feature that was ready to go in the game, but got squished out of scope for level design due to other time commitments.  Certainly I would like to explore other terrain types and dog behaviors.  There are some pairings in particular that I think would escalate complexity in a really nice way: introduce tall grass where dogs can travel, but not see through.  Pair this soon after with a foil, like a bloodhound unable to see due to droopy eyes, but able to follow scent trails regardless of visibility.  Definitely lots of ways to go here.

Submitted (1 edit)

Cool puzzle game! I liked the tutorialization of the first few levels, but the difficulty curve is very steep and requires lots of experimentation that, at times, felt like brute forcing. However, the cute setting and music, and the clever mechanics kept me going: I did manage to complete all levels. Great work!

Developer(+1)

Glad you were able to power through!  As with any puzzle game, if there isn't a strong "aha!" moment or if the solution feels otherwise arbitrary, then there just isn't going to be that perfect punch of satisfaction at the end.  I'll have to consider how to design in such a way as to encourage experimentation without inundating the player with combinatorial overload.

Submitted

This is a really clever puzzle game with some levels that really made me stop and think. It took me a while to get a full grasp of the mechanics, in particular that dogs would only chase you if you have a biscuit and that they could lose sight of you. But once you understand this it becomes a really fun and tricky puzzle, very impressive, well done!

Submitted

Awesome game, the puzzles are really well thought out, thanks for adding the skip button because there was one I couldn’t solve. The music fit nicely, and the game is both fun and really polished!

Developer(+1)

Thanks for playing!  Glad you had fun!  I definitely tried to push the endgame difficulty since that's just the kind of puzzle game I want to be making, but I also didn't want to hold anyone hostage (thus, the skip button).

Viewing comments 40 to 21 of 51 · Next page · Previous page · First page · Last page