Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

heckin_doggo

35
Posts
7
Followers
1
Following
A member registered May 01, 2019 · View creator page →

Creator of

Recent community posts

why is this so hard lol


Fun concept tho, it was definitely harder than it looked. My friend seemed to get a trick down but I never quite figured it out. Neat concept!

We appreciate the feedback! There's definitely some balancing to do, but I'm glad you enjoyed it!

ran at a solid number of frames per second for me. had fun going mach 17 after I jumped. couldn't exit the game without alt+f4. solid game, 10/10

ran at a solid number of frames per second for me. had fun going mach 17 after I jumped. couldn't exit the game without alt+f4. solid game, 10/10

Had a fun time with this one. I liked a lot of the design here you had to make this fun but also not, annoying. Small details like the red and green on the balls on a black background to make them stand out, the pitch shifting on the audio to determine speed and accuracy of the PINGs, very nice! Definitely gave this one a few gos, my high score is 18800.

i am pingin and pongin

I like the idea of swapping roles between being the shooter and the duck, but I think the rounds go on for a bit too long. Maybe something like 30 seconds would be better? For the shooting part it felt like an alright length but it feels kind of long when you're just running from AI gunfire.


I also liked the visuals; good choice of assets there, but the gunshot sound is really grainy on my end and gets annoying pretty fast. But overall it was still fun!

This is a creative concept! I like the idea of trying to trick the snake from Snake to hit itself. However, I did find after a bit that I can just camp in a corner and repeatedly let the Snake hit a wall, which kinda cheesed the game for me. Would like to see this with other elements of gameplays to mix things up!

I like the idea of being able to lose money, its a unique twist on a clicker game. However, since theres no real harm to it i just ended up spamming to get my funny money numbers up faster. I really liked the inclusion of the money tracking graph though; that was a nice touch and helped me see that yeah, sometimes I was losing money. 

surprisingly therapeutic, but at some point its kind of a stretch to call it a dice anymore.

surprisingly therapeutic, but at what point is a dice just a ball? this game really satiates the inate human need to see number go up.


296 was my roll count

what a wacky adventure. I'm loving the visuals, and it was a fun little game, perfect in a jam. I kinda wish the text was a bit more readable (maybe a button prompt for the dialog?), but I totally get how finicky UI can be sometimes in Godot. I also loved the music, really added that extra "run around a cafeteria" feel. It paired well with the hit sound being what I can only assume to be a bongo and the collection sound being that orchestral sting. Really sets the mood.

Such calming music for a stressful game! I got addicted to this one -- the time limit shocked me each time because I just got so involved with pairing the phones together. I liked that the time to complete each call was enough to where I could manage them with enough focus: I think I missed like 1 or 2 calls. I also really liked that there were variations on what the people wanted: some you had to look up a name, other needed an address, a state, and some even just gave you a break by telling you the ID they wanted. The balance there was wonderful! And to top it all off, it it just presented so nicely. It's simplistic but also so nice to look at. I have played some good games during this jam, but only a few like these have I gotten really addicted to. Thank you so much for this jam entry!

(1 edit)

A unique game mechanic for sure. I'm a bit embarrassed at how long it took me to realize that I needed to keep the balloons on the screen instead of bouncing them away -- I misread the instructions, but thats on me (lol). I liked this game, but at the same time it does feel a bit too reliant on RNG. Sometimes I'd have a balloon spawn outside of any pegs, and watch as it just drifts away.

... but on the flip side, a balloon also spawned within a tiny triangle I made, bounced around incredibly fast, and this happened.


While an impressive score for a 20-second round, I don't really feel like I earned it moreso than cheesed the RNG. Other than that, this game makes for an interesting arcade-y get-the-highest-score type game. Reading some other comments, I'd say you nailed it with creating that highscore chasing feeling within your game. I think with that, a leaderboard of the player's best plays would be a nice addition.

Good jam entry though!

Hehe, cute little game. It took a minute to get the hang of, but the dog-spinning does feel pretty intuitive. I had a nice time, but did encounter a problem(?) once when hitting that wasp thing and Kalu would get stuck on the wasp for a second before killing it. Not sure if that was intentional or a feature, but if it was supposed to happen (like for some speed threshold), then maybe a indicating sprite would help with that. Otherwise, not bad!

Glad you enjoyed the swinging mechanics, we definitely put a lot (maybe too much) time into that. Unfortunately, I wasn't really sold with our core gameplay objective: it was kind of thought of after implementing the swinging around. I'm kind of with you on the whole speedrunning aspect of the game. Making a platformer that you can absolutely zoom through would be quite fun I think.

Also, I'm glad you enjoyed my little scribbles for the tutorial lol.

Aw man this game was very original and i loved all the little jokes thrown in there. The "viruses" were hilarious. I really liked the art style in this game, and all the little homages to older Windows. The only problem I had with this game was that when dragging the window down to flip gravity, I couldn't see most of the screen. It was a fun little adventure, I tell ya. 

Ahahaha, this was such a creative take on Mad Libs. I love it. It's more of a web toy than a game, but heck: the point is to enjoy myself and I did enjoy myself.

This game was such a wild idea, and it worked rather well. I was a bit skeptical at first controlling two players at once, but after about 3 rounds I got the hang of it. It's a clever little idea and it fit the theme rather well: joining together both literally and in matrimony. Also, having the powerups being wedding gifts was a cool touch, as was the little messages at the end of each run. I waited around a whole minute scoring 0 points just to see what kind of message I would get, lol.

I'm glad you had fun slinging around! And yeah, honestly, by the end of the jam, I wasn't really sold on the 16:9 ratio myself anymore (it led to a wider screen but not being able to see well up or down), but by that point I had already hardcoded (yuck) the UI and HUD because I couldn't get scalable UI to work for the life of me in those 48 hours. The slinging mechanic does seem to be a popular feature though, perhaps either better designed levels and environments should be in order, or perhaps the swinging could be repurposed for a different game entirely. It's worth looking more into, at least from what I gather from the comments here.

I think its even saved as "nung.wav" lol

Camera seems to be a common theme that I'm seeing people having problems with. I'll definitely work more on that next time!
In other news, I'm glad you enjoyed the game!

Nice presentation! I liked the combination of bullet-hell and platformer -- felt very fresh. The music and art also fit together really well. The neon effect on things that hurt was a nice visual touch. The only problem I had is that some levels felt like I was dying from something unavoidable, like the spinning laser in the first level on the lower of the terminals. Maybe a tiny barrier in the way could help with avoiding inevitable hurt. I finally got past it by dodging all the other bullets so that I could conserve my health for getting hit by the laser. On the other hand, I really appreciate the automatic health recovery.

The controls are jank and I love it. It really increases the tension as I furiously spam U/O and I/P trying to get the jump in on my opponent. The gameplay reminds me a lot of this old Miniclip game called Wrestle Jump, which I played a lot back on the primary school computers. I don't have a friend with me right now to compete with, but I imagine it to be quite fun as well.

As far as presentation goes, I think you nailed the art style. The characters, even with static textures, felt like they wanted each other dead. Honestly, the only downsides in this game that I can think of is that the controls menu is a fat wall of text and could be simplified, and that the game might start to feel a bit repetitive after a few rounds. The latter is mitigated tho with the addition of AI levels, which I found to be a nice addition. But overall, this was fun to play!

Yeah, the pull strat ended up working way better in that level. I even cheesed it myself after publishing the game, but oh well. I think overall, some forces balancing and just overall redesigning of levels would benefit the game more. This game feels more of a proof of concept of the string mechanic moreso than a full experience. I like the idea of using a swipe to cut string: it would make the game work better on a mobile device too, if that was a route we wanted to go down.

Nice to hear you made it to the end (and found that little secret hiding, hehe). As for pushing versus pulling the flies, during testing, we found that it is possible to beat each level by just pulling the flies, but its a struggle. And I appreciate the feedback on being a bit repetitive: I'll keep that in mind when designing levels and environments going forward!

And hey, if you liked the music, heres a Beepbox link: https://www.beepbox.co/player/#song=8n31s6k0l00e0vt2nm0a7g0wj0ai0r1o3230T0v1L4u1...

I appreciate your thoughts! I agree with your concerns too: I feel like during this jam, not enough time went into balancing forces properly. If this game gets a post-jam version, some lighter flies would definitely be in order, as well as just overall rebalancing of things. Glad you found the mouse-only controls easy to grasp -- that was definitely something we were aiming for.

Glad to hear you liked the music and the concept! Personally, I think some more time would have definitely helped balance forces a bit more. But hey, if any of the levels are causing a headache, there is always the level select, hehe.

Oh yeah, totally! Thanks for taking a look at it!

What a neat concept. Controlling the two characters worked pretty well: better than I would have expected. I also quite enjoyed the music, even if it was created pre-jam. The difficulty curve in this game was also pretty solid: it never felt unfair, but it did go up over time, while still being a short enough game to complete within the timeframe of post-jam ratings. I liked it!

Had a small issue with launching the game with SteamVR installed. Opening this game also opened SteamVR. I have yet to try the rest of the game, just wanted to bring that up. :)

Gigel

Bashed my plane into the ceiling and drifted an additional 200m, beating my high score.

10/10 would bash plane into ceiling again hehe

ok

hmm yes this is a good game