Uh, welp, that last image is supposed to be a gif, but what are ya gonna do. I obviously have a lot to learn about devlogs.
Dog In A Hat
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Great job! I can really see this being on the gameboy and being a really fun game. I think my only critique is that that a lot of the unique puzzle aspects aren't communicated well, so in the 2nd level I thought it had loaded weird. I think a little sign pointing right would go a long way! Otherwise, wonderful job!
So glad you liked it! I think just about everyone gets stuck between the car and the hotel geometry the first time (me included!) so this is a good lesson for me to make sure there isn't a weird spot like that basically as soon as you spawn in. And yeah, I'm a sucker for upgrades (and intentionally left no cap on them because I get sad in games where you reach a limit and can't upgrade a stat anymore) and found jump height to be my favorite. If you pump just enough into jump height, you can leap clear across the map. And, again, thank you for the compliments to the music. I've never released a song before, so I am very much relieved that people think it fits the vibe well.
I thought this was fun! There used to be a carnival game where I grew up that was similar, where you couldn't touch the sides or you'd lose. I had a good time playing, I think my only suggestion is to have the music playing constantly, not restarting each time you die. I died a lot, so hearing the music restart over and over was a reminder of that haha. But other than that, great job!
So rare to see voice acting in a jam game! I thought it was a lot of fun, and nice to see another 3D game (I thought I was the only one!). I liked the game a lot, and everything fit together really well. I do kinda wish there were midair controls, just so I could make slight corrections if I didn't target my jump just right, but death isn't really much of a setback so I understand if this was a design decision.
This was fun! Spooky music and a fun and simple game mechanic. I enjoyed playing it when things were going my way, I think the only issues I had were that the horde was a little hard to manage, their health depleted a little too fast for my liking, leading me to pick health as an upgrade any time it was offered, and the zombies could sometimes pile in a way that only let one zombie attack the person, instead of 2-3. I'm also not sure if this is possible, but locking the cursor to the game window would be great, since the right clicking often caused me to bring up a menu, and if I did this while left clicking quickly trying to get the menu out of the way, it'd click something like Inspect Element that would bring me to a new page (not your fault, just an option of Edge). You can already drag to select zombies, I'd probably just have the player dragging to select and left clicking on the person to get rid of that possibility. But again, I did have a great time and I think you did a great job.
Mechanically, this game has really great, snappy controls and a really cool core mechanic. Visually, the game is really bright, almost at a PICO-8 level (not a bad thing! I liked it), and the soundtrack is appropriately retro-y. I think literally my only "complaint" is that I wish you had to beat it as both Ben and ZomBen before moving on to the next level, but that's only because I was curious about how I would've had to beat the level as either one, instead of just moving on.
Again, thank you so much for the detailed feedback. This is great! I definitely have a lot to learn; this was my first real foray into 3d, using navmeshes, and implementing any kind of AI in general haha. I absolutely agree about the level design, by the time I moved away from the initial prototype level I had created using ProBuilder and into something with the actual meshes, it was probably a little too late. I didn't have the time to get the balance and design just right. But! Now I know how to actually make a level, so I think my next time around will be much more fun and well designed.
Thank you so much for playing, and thank you for the honest feedback!
I definitely think multiple enemies of different types would've helped. My original plan was to have bats or some kind of airborne enemy (since you can also farm XP really easily by upgrading jump a lot and hopping on top of buildings, so this would've stopped that) but it turns out that hand-drawing like 20 sprites took much longer than anticipated, and it took a long time to figure out a probably super inefficient and convoluted way to billboard them based on the players viewpoint. I did some thinking on this post-jam and realized I probably could've just drawn it in greyscale and used a shader to make projectile enemies/different enemy types. That shader could've also tinted them red or something to show their approximate health too. Next time!
To go with the "All you can do is kill" feel, I had considered a "bloodlust" mechanic that would drain your health if you went too long without killing any enemies, but was afraid it'd be too annoying. Do you think something like that would've helped?
You're telling me I spent all this time making a big level when I could've made an incredibly fun game with just a hallway and a teleporting toilet??
Seriously though, I thought this game was super fun. The control scheme was a little tough for me to wrap my head around (not sure why) but I loved the big, chunky pixels and the combat was very satisfying. Throwing enemies felt like it had some weight to it, which was great. I think a 3d version of this would've felt very Power Stone-esque.
Great job!
I was so proud of getting the machines to glow and display 2d text in a 3d space that I kinda forgot you were being chased the entire time haha. But thank you for your input! You're like the fifth person, not including myself, that has gotten stuck there. It definitely happened to me, and I forgot to fix it! Thank you for playing!
This was great! Art was good, SFX were on-point, basically everything was as it should be. In the music, I heard a similar synth patch as the Merchant in Crypt of the Necrodancer, which I really enjoyed. Probably not the only other game to ever use that patch, but kudos if whoever made the music put it in there intentionally.
I wish I could say that my thinking was that getting pinned there would lead you to double jump out of there so you'd realize how useful jumping can be and upgrade it, but the more honest answer is that I think I just messed up with collider placement/level design haha. Thank you so much for playing!





