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Dogstomp

47
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A member registered Nov 29, 2025 · View creator page →

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Nice. I'll try again!

After I got to the final door one second out-of-phase, I missed something important, and in my attempts to guess at a correct path, caught a very old torch which essentially reset the entire game. That hurts. I feel like I was probably meant to draw a map and keep notes of all the timings. Complicated and extremely creative game. Well done. 

Reach 160? Are you mad?
Hectic and incredibly frustrating, as it ought to be. 

Played through twice! I love the music and the art and the cute sound he makes at the end of each stage. <3

Great game! It's frantic and it makes sense and it rewards thinking ahead. Too difficult for me to get past the obsidian though.

It could help to make it more clear where the villagers are at any given time. It became confusing trying to keep track of everything I needed and everything I was producing at once. 

Every great digging game has something unexpected at the bottom. I enjoyed this one!

Taking out zombies was fun. Just wish ammo kept spawning. Kinda impossible without it. 

They stole my cat. D:

Got 89% satisfaction, but after 4 attempts, couldn't figure out what I missed. Only one who didn't seem to have a request was the DJ, so I just turned off his music?

I love this type of game. Incremental spooky push-further-each-time horror. 

The thing it could have used most was actual darkness in the dark. I never needed the upgrade that increases lantern distance due to that fog that lets you see in the dark.  It also made it easy to spot the monster and detracted from the scares.

I also really like the difficult choices after the obvious slackers were gone. Being forced to fire someone useful made the choice difficult, because it would make the following rounds more chaotic. I can see potential for more difficult modes, which maybe force you to fire more people per round, creating more chaos.
Maybe add a hiring system as well, with devs that offer new features! The boss wants you to hire one of his kids to join the project, but they all offer negative or bizarre features. The shareholders might drop some devs on you that give negative features, like microtransactions, for the sake of money. 

Yeah. I won quite a few rounds, but it's like "Hell yeah, I got 4 years." and then death gets 21 next round and takes 16. T_T

There are some fun tactics you can use to speed up the fuse, by intentionally crossing your gunpowder trail to shorten its distance, or by refusing to eat cherries for a while, so it speeds up!

Got all 8 on my first try! Enjoyed this a lot. 

Yo! We put a few of this type of puzzle in our game! I love this type of puzzle. Could play these for hours.

Interesting puzzles. Depending on which operations you're given, it can either be really easy or difficult. No clue what the menu buttons mean, but choosing stuff randomly did the job. I liked the strategy in choosing which new operations you need most. 

I like the process of setting up stepping stones and then deciding when it's the right time to use all your energy and go for it. 

In the level with the key, I got the key and then ran out of time and the key never reappeared, so I had to refresh the game, which reset all my progress. :(

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You also have to hold X before you begin, to wind yourself up. 

Loved this! Needs more stages!

I tried clicking on it the last time, but that just resulted in my player hitting the button after the cat jumped off. Could have been a double click, i suppose. 

I think the controls and gameplay are good, but the level design brings it down. Couldn't get past the second stage. 
Hitting obstacles can be too punishing, often stopping you dead in your tracks and making you face the wall. And the raised platforms, especially in stage 2, feel too narrow for the speed. I fell off the stage about 12 times in the same spot. Made it past once, only to fall off about 5 seconds later.

The drifting feels good. I like the clicking sound effect. And the way the camera follows through certain sections feels very nice. I could see this game being a lot of fun if the brutal difficulty were reserved for later stages. 

Did you have any negative items forced on you? Some of those really make extra items necessary. Not to mention the random events, which can sometimes be brutal. 

This is a really creative take on the genre. I got to about round 48, and the only times I ever missed were when a combination of things made it nearly impossible to keep track of the time, and then 4 times the cat hit the button. So... not at all a fan of the cat.
Crazy how difficult it can be to keep track of time while estimating the extra time needed due to various effects. I think what'll keep me from playing again for now is just the stress and concentration it demands. It's something I'll come back to once a day for a while. 

Very creative! Without a controller, it's a bit too difficult to juggle all the abilities, but I got enough of it to know that it deserves a top spot in this jam. I like the way the boost interacts with the other abilities. And the animation squash/stretch looks great. 

The way the game pauses when you click on a character made the levels take too long to finish. I'm ASSUMING that's not because one of the developers was slacking. It's impossible for me to confidently give you critique for this game because I don't know how many of the problems aren't an intended part of the game. Once I realized the people I was firing had a direct impact on the game itself, my complaints became irrelevant. Very creative game. I love it. 

Enjoyable little game! I've seen the concept before, but it really never gets old. 

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Came into this expecting a game I could win, but the game punished me for my hubris, for thinking I could beat death. It's clever. 

Is there a difference between each totem? Maybe the totems you invest in could alter the shape of your cursor, or the one with the most valuable pieces could give you a special effect, like projectiles. 

You may have to figure out how to keep players from just hovering over the center of the arena once they're powerful enough. Felt like the fast ones weren't worth chasing because they reached the edge so quickly, and whenever I left the center to catch one that escaped, more escaped from the center to punish me for straying.

I like the concept. Looking forward to seeing where you take it. 

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Shame about the export bugs. The swords made me lose frames every time they triggered, and while there's an option to invert camera X, I really needed to invert Y. 

But I love the queue system for the weapons! Works perfectly for this genre. I could see some great opportunity for strategy with that system, for instance if the player could rearrange the order. Maybe take some inspiration from Noita with modifier tiles that change the qualities of the following weapon? Also, Skrimpo is cute. Worth fighting for.

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I like the creative direction. The mirror reveal is fun.  Without some means of increasing your odds of getting a jackpot, it feels like you're not really supposed to win. More of a twisted Saw-type punishment for betting away your wedding ring or something.

Good seeing split-keyboard games every now and then! A rarity!

That was interesting! Tutorial softlocked, so I played without it, and trying to figure it all out without guides made it chaotic and exciting. 

The shift from "This looks simple" to "This is physically impossible" was so fast with this one. Haven't played a puzzler this challenging in a while. 

I like the concept. I could see it being used as the base of a variety of RPG's. In its current state, the real challenge is finding a way to use all the given numbers and then lose. I'm not sure it's possible. 

This rocks. The mini-games are the right kind of intuitive to understand what's expected and just blow through them, and the music supports that frenzy. This game feels good. 

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Well, now my score is about 340. I mastered the timing to hit the shot every time from a certain distance back on the court. Had to wait 2 minutes for the time to run out. This was fun. :)

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Couldn't beet the Dev score but I did get up to 52, which is currently second place! Nice game!

I love the idea and art, but the one thing it needs is coyote time, for jumps to still go through if you run off an edge just a little too soon. A sound indicator for the countdown would also help with timing. 

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That was terrible (positive). I loved it. Having to accept failure in most of the challenges just to meet the deadline really hits the spot. Perfect game jam vibes.
And Wordle without a keyboard on screen to tell you which keys you've already used is so much more difficult. Pain.

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Easily my favorite in the jam so far. I love this concept so much. That was a ball. And it has so much potential to be expanded on, with different artwork. Even without making any changes, you could simply pass it to a friend after you've finished the sketches and let them try to match. I love it. Good job. 

Great little mining game! I'm used to this genre being closer to an idle game in structure, where you go down to gather randomized loot to buy incremental upgrades, but this one is more structured like a platformer puzzle, with an intended path you have to think your way through. Very satisfying. I liked that.