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Hot Dog Bob

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A member registered Jan 16, 2025 · View creator page →

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Glad to have been of some assistance.

(2 edits)

I believe I shot the numbers, but I'm not 100% certain.

Edit: I got it to happen again, this time there were only two numbers, 4 and 16. Right before I was left with just those two I saw some other numbers spawn in but they were all moving away from me. Maybe something's happening to the pathfinding?

The only numbers were 12, -14, and 4 I believe, and there was only one of each. The numbers did not despawn, so no matter where I went I would eventually run into them again. No other numbers ever showed up.

Interesting idea, the game might benefit from the functions of the different balls being more clear, as I'm not sure what the last ball does exactly.

Really clever use of operators in the puzzles, especially the negative numbers.

Solid base, but feels more like a demo right now. Might be interesting when expanded upon though. The art is good as well.

Great art and an interesting premise, would like to see more tools to counteract bad RNG though. Could only ever do one box because of RNG.

A very unique concept for a game, controlling celestial bodies is harder than it looks.

This game is pretty clever, I especially like the unique solutions you can find using the x2

I made it to 204 points. The simplicity really works in the games favor, making it easy to chase after a high-score.

Thanks for sharing your thought process. Personally, it would make more sense to me for the rocket to fly farther, but I understand now why you have it the way it is now.

Making sure the numbers were easy to see was a bit of a challenge when developing, as I wanted to leave enough room for cases where the number became very large, and I didn't want to bring the camera closer or some of the arena wouldn't be visible. I'll keep it in mind for the future though, bigger targets may be the way to go.

This is a pretty cool puzzle game. I would have liked if you had the option to go straight to the next level when you complete one though. The solutions are very intuitive, but the ladder command seems very niche, especially since there was not instance where you didn't want to go up a ladder that I can recall.

Amazing concept. I like that every color had unique gameplay tied to it. I think I enjoyed red/orange the best though green was interesting, though I found it easy since you can just jump over everything. The final level felt like it went on longer than it needed to though.

I meant it was literally the same three different numbers, as in no new ones were spawning and the numbers I had could not equal a sum of 0. Sorry if I wasn't clear before.

Pretty cool premise, might be interesting if there was an endless mode. You seem to leave your shoes behind if you complete a level while standing in cyan ink though.

I like the idea, but it's very hard to swap colors fast enough sometimes.

Seems like a solid base idea, but it would greatly benefit from a goal. As it is now, I just keep going until I reach a point where I can't keep up anymore, which isn't the most entertaining thing ever.

Really neat puzzle game with a cool premise. The difficulty is also very well done.

Neat concept and pretty good gameplay as is, but the lack of endgame or goal makes it get kind of dull after awhile. Some of the factions have the exact same insignia though, and it makes it impossible to distinguish them without just guessing.

Amusing, but very easy to complete with minimal thinking about the correct path. I wish the background wasn't just water though and was something like a city or countryside instead. The portals don't make a lot of sense with the theming either. Why not something like a tunnel? I liked that mechanics were slowly introduced over time, though it's disappointing that each building was just extra movement. Perhaps they could do more interesting things, like maybe on launches you forward a number of spaces.

Pretty neat, the narration is fun but some of it gets covered up by the cracks. What's the deal with the heart that shows up later? I click on it and it seems to increase the points.

Cool idea, but very difficult. A lot of time I had the color fairly close but had gems that would mess up the color, especially with their effects.

Interesting idea for a game, would have preferred having some information presented in the game instead of having to go to Wikipedia though, perhaps as an optional info button.

I wanted to like this game, but it just becomes too tedious having to sit through the same text every time. I like the visuals though.

I really like the idea, and what you have right now is pretty cool, but you can really feel how unfinished it is sadly. The game really needs an explanation. I'm not sure what the numbers on the cards mean, I think the stand-alone number is defense and the other numbers are attack/health? I'm also not sure what the rules are, but somehow ended up winning right away most of the time.

I'm sure the game will be very cool once done, but it still has a long way to go.

Cool puzzle game, it's fairly intuitive aside from the stacking. Visuals could be improved, I would especially like the way the current colors are displayed on the character, it's a bit boring right now. The fact that you used colors and shapes is a cool bit of accessibility. One thing that may help with making the stacking mechanic clear might be to have the visual that appears in the top left appear large and in the middle of the screen, and then shrinks back down into the top left corner again.

Pretty fun, especially watching the enemy blow themselves up. Could definitely benefit from having a better indication of where your weapon is going to land. (I think the enemies would like this too based off how bad they are at aiming) The bomb seems to fly pretty far at max power though, so that might need some tweaking too.

Thanks for giving the game a try. The game was intended to be difficult, but you can get pretty far once you get the hang of it.

I really like the amount of strategy you're able to get out of such a simple premise. Guard is a very neat mechanic that opens up a lot of possibilities, especially since you know your opponent while always choose the two highest cards. The game is also very quick which is nice, but the numbers that show the sum of the selected cards comes and goes too fast, and the only way I knew who had a better hand was based on the number of hearts.

Very unique and interesting gameplay, can't say I understood the lore though. I would have liked if I didn't have to press the button to use the last set of commands I did, and if I didn't have to manually reset most of the time, however. I also managed to complete the final level in two less moves than what was considered optimal.

Really cool premise, but I think the enemies spawning might be messed up or something. After a little while I was just wandering around trying to find enemies but just seeing the same three over and over again.

A very interesting and unique way to use the theme. Certainly a very calm experience, though it is a bit easy. Maybe there needs to be another value you have to keep up by doing activities and you have to balance it and energy?

Really cool concept. One thing I thing I think could be improved is visuals/UI. I feel all the different platforms look too similar right now, and you can only tell them apart based on the buttons next to them. One idea I had about the ratios since people are having trouble with them is maybe have some flavor that the previous alchemist wasn't good at notetaking and the order of the ratios might not be correct. Overall though it's a quite enjoyable game.

Thanks for the feedback. Sound effects were something I would of liked more of as well, but struggled with implementing them within the timeframe of the jam. Hopefully I can improve it in the future.

Thanks for the feedback. While I had wanted to have red targets increase health, I was concerned about it becoming possible to reach absurdly high amounts of health because of it which would make it very difficult to lose.

As it is now the red targets reaching the turret only increases score, but I may add in the targets increasing health in the future if I can figure something out. Additionally, the health increases at a slower rate than enemy health to help ensure the game doesn't drag on too long.

I like that the player represents the amount of ammo you have, but the movement is a bit hard to control at times. The enemies aren't really obstacles right now though, as a lot of them aren't really in the way of the goal.

Neat concept and great implementation of it. I especially like the visuals you have for the game.

I quite enjoyed this. Might be interesting if there was a timed mode where you trying to go as far as you can in a limited amount of time.

Cool idea, but the Simon aspect could be incorporated more. At one point I got a modifier that sped up the fireball, and it felt way too fast, to the point where I wasn't even able to put the numbers in fast enough even though I knew the answer.