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Benobow

16
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A member registered Oct 28, 2022 · View creator page →

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This is probably one of my favorites so far. Great work! The dragoon designs have a lot of character and the dialogue is fun. I had to go on easy mode for the Doki level. D.A.D. really added a layer of challenge to the game. Great work all around!

I really love the visuals & audio! This game captured the 90s video game vibe really well. The inverted controls half way through with the faster paced music in the last level was a really messed up thing to do lol. Overall, awesome game with tight direction. Great job!

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This really tickled my funny bone. I loved that her primary method of getting around was the sewer. Very cohesive game with clear direction & intention despite your time restrictions. Great work!

This was really cute! This had me nostalgic for the early 2000s era internet when I would chance upon random flash games. I found medium/longgoon mode to be a good balance of difficulty and playability whereas easy was a little boring and hard was near impossible. Nice job!

Fun music, cute art, and a functioning game. You've made a strong base that can only be improved upon. Nice job! The dragoons player tracking definitely made for some satisfying lineups for shots. 

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I love the artwork and the match between visual & audio. I got to be honest, I got filtered very early since I couldn't figure out how the normal goon interacts with the chonky but this game is developed extremely well. Gameplay is tight, it takes a lot of smarts to design puzzles, and I can't emphasize enough, A+ on the art end of things. 

My only critique is an absolute nit pick and that is that I wasn't a big fan of the camera shake that came with every movement. 

Other than that, awesome job! 

Really cute artwork and fun concept! I haven't played Uma Musume but there's definitely an appeal to resource management game play. 

Only critiques I can think of are: 

  1. I feel the failure rates aren't very accurate to the experience. I've entered a lot of matches with 0-10% failure rate + pumped status and am pretty much guaranteed to lose if the rest bar is ever so slightly below 100%.
  2. The semi finals last reaaaaally long even with the skip option. 
  3. A retry and/or main menu button at the end would be awesome.

Great ambiance! The art, music, & soundfx were very good and were conducive to generating the vibe of the game. The dialogue & some soundfx also added a little hint of silliness to an otherwise, grim story which I liked. 


Some bugs/critiques:

  1. Sometimes, Doki's placement would block me from taking certain entrance. Similarly, Matara fully blocks the inventory. 
  2. I don't know what triggered this but mainly the ID cards used to unlock stuff do not disappear upon use. 
  3. There wasn't much indication on what I can & can't click on a map. I hope I explored every room but there's not much way to tell besides clicking on absolutely everything on the screen. I'd recommend highlights upon hovering over items or interactables.
  4. I believe I got all 3 endings but I couldn't quite figure out what to do with some of the puzzles or what triggered endings 1 & 3. I turned the 3 potions into 1 potion which I guess is the requirement for ending 1? It seemed  like narratively, the best ending was ending 2 in which it requires the least amount of exploration.

Very cute game! The vibe set by the art & music is so, very good. The gameplay is also very intuitive.

Some potential bugs I encountered: 

  1. I had a lot of dragoons of all types stockpiling on the left most side of the map. 
  2. When my mouse exited the game screen (in browser mode) I would get stuck on a certain part of the map. Only way back in would be to shoot in game (causing more dragoons)
  3. I wasn't quite sure where to shoot the goo's. I'd point on them dead center of the egg and they would divide every time.
  4. Long goons seem to be restricted to head shots. Body shots would cause them to multiply. 
  5. I highly recommend a retry and/or main menu button at the end game screen so then I can keep playing! 

This is a fun little game! I also enjoyed the cinematics for cowboy Doki. The speeding up & variables add to its replay-ability despite having only 3, very fast paced games. My only problem was that I had no idea how to play student Doki unfortunately which prevented me from aiming for a better score. 

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Cool game! The gameplay is tight and I loved the the multiplying enemies feature. Not much to critique. This felt like a full game and the work the player needs to put in to see the score go up makes it feel rewarding. 

Also, it's dokiboard sir. Doki-BOARD!!

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The intro animation & the victory video went  hard. I love the PaSwG inspired artwork. The combination of sound fx with the interactables as well as the sounds with the visuals felt right as well.


Gameplay wise, I'm not sure if it's part of the gag but I just shot a banner, it set on fire, then the tomato lady instantly died. I gave it some time but I don't think she ever hit me so I'm not sure if I'm missing out on a lose-screen visual or not. The concept is there and the visuals are fantastic but at present, there's not much game to play.

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The artwork/animation is absolutely lovely. The color palette & pixel work between both game and itch page made for a very cohesive design and it meshed well with the music. I found the disconnect between the war themed game play and the relaxing music pretty funny though. 

I don't really have any critiques but I do agree with OneThatEatYou's pointers.

Truly, this felt like a complete game and I believe the only thing that stopped you was the time limit. As a solo dev, fantastic work!

The music was very nice. Easy listening while playing the game. I also like the color palette choice as well as the noise/dithering effects utilized in the cover image. 

The concept is definitely there and this can make for a fun game a la Holocure but I have some gripes with the game play in its current state. It's very unclear on what was going on early into the game but I did make sense of some of it over more runs. I would primarily attribute this to  the lack of tactile feedback, indicators, or descriptions (i.e: highlights, sound fx, timers, animations, progression trackers, etc.) It took me a while to realize that the green dots were experience bubbles but what was odd was that they would all fly over to a random line on the x-axis on what seemed like an infinite map - an effect very easy to miss when the map is flooded with enemies.

Off the top of my dome, I personally feel these features would heavily improve the feel and coherency of the game play: the ability to hover over the weapons for descriptions on what they do, pause menu featuring hover boxes for the weapons that feature descriptions and current damage values/effect(s) for weapons, damage state color or animation and sound for the player to indicate when I am damaged, color indications on the weapons to indicate what debuff is associated with what color. 

Most importantly, this is a working game so kudos for managing to whip it up all together in the 2 week time frame! 

This was silly, cute, & cool! I can say with confidence that there's not much to misinterpret as far as the theme of chain reactions goes. The cover art is so cute and the music goes hard and is very appropriate to the game. The game definitely got more enjoyable the higher the levels on my skills were. I loved zipping around with the grapple chain and walking into things qualifying as breaking stuff was a funny touch. I personally had a hard time getting past 400 points making for kind of a sluggish progression. 

Bugs/critiques: I don't think the coin counter worked at the end of each round. It said 0 every round but from the looks of it the coins received was my score divided by 10. Also, I was a little confused by the mechanics and frequency of use for the chain gun. Spamming click was not the play but there was a cadence I couldn't quite figure out. Great work overall!