Nice work! Didn't know bogue was a word. Being a roguelike, I thought you were going for brogue. Either way, keep it up!
Hqtyt
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Nice work! After being convinced the crank can't be cranked once placed by accidentally standing in the sweet spot of having the gear highlighted but not being able to crank, I proceeded to attempt (and eventually succeed in) speedrunning the two puzzle rooms before the power went out. After that accomplished absolutely nothing, I cheated and watched the video in the comments to figure out cranking was indeed possible
Nice work! Took me a second to figure out I had to spin while standing on the pressure plates for the key puzzle, same thing for the chair. I wish my sword range was a bit longer, I feel like I have to hug the enemies to hit them. Sometimes the enemy health would just disappear, or it wouldn't go down even though I hit the correct color and the hit sound effect played. I would be curious to see how positional audio would sound for this game, especially for the intro level's footstep sounds. Also Godot has a SpringArm3D node to help with camera clipping through walls. Good luck!
Excellent work, very fun game! Personally I like the slower pace compared to the short lived experience I had playing the prequel. I think having either the focus or dash moved to a mouse button would make it easier to play. My best run got 995. Also I think the score system stops working after the first run. Also it took me a while to figure out you can hold the focus ability. Also something about the hamburgers is off, they don't get hit half the time
FROG!!! I love it! Very cute characters and game page! I wish the enemies had more health or there was more to do with the sword and/or movement rather than walking around for most of the game and killing everything in one hit. I somehow had the hardest time with the first guy, and it looked like he killed himself somehow cuz I have no idea how I killed him. Also some of the sfx were too loud imo
Very impressive! Would love to see the dungeon be more dark/spooky and filled with stuff, and the enemies be more of a threat. Sometimes they get stuck (in-place or circling player) or stop chasing. Would also be cool to see the synthesizing have 3D models for ingredients and potions. Can't wait to see where you take the game from here, good luck!
Very nice for a first game! I liked the visuals and wish the player and fish were bigger. I encountered a bug after trying to play from the tutorial, as well as some UI scaling/positioning issues when entering and exiting full-screen mode. Also found the health and sword sometimes seem to get half as wide when losing and starting again. Good luck in your game-making journey!
Very fun game, I enjoyed playing it! I think adding a small margin for blob-on-player collisions could be great for making it easier without changing any gameplay. Similarly, it would be nice to have the current and next cards more noticeable or at least closer to the player character. Continuing in the card variety direction, it could be cool to be able to tell which type of cards blobs drop. That way the player can strategize which cards to pick up and the order they do so. I noticed the blobs tend to group along the edges, which makes gathering their cards very risky. Lastly, I think a custom cursor would add a nice touch to the game. Looking forward to seeing where you take the game!
Nice work, love the atmosphere! For me the UI is off (incorrect position/size) unless in full-screen mode. The music restarting when pressing play can be pretty jarring imo, while the stopping after pressing the tutorial button is a nice touch. The card turning/revealing feels slow, especially with adding up/updating the score being instant. It could be worth trying out revealing each pair of cards individually instead of all 3 pairs revealing at once. Looking forward to seeing where you take the game from here!
Nice work so far, I enjoyed it! I noticed the humans visibility is limited to their light, so you can sit at their feet (and even push them around) and not get caught. Being able to push chairs is nice, I think it'd be cool to see them taller with the ability to roll under and through their legs. Not sure if it's just me, but when entering full screen mode, I noticed the UI at the top (excluding the bowling pin image) is half-way off the top of the screen. I also got some very strange flickering visual bug thing during the level failed screen. It seems like the black background isn't covering the screen entirely. In full screen mode it happens on the sides of the screen (I'm guessing because I'm using a 2560x1080 monitor), and in the normal in-browser mode it happens on the top and bottom of the level failed screen. I also often experienced very low framerates unfortunately, and noticed the camera collision update frequency is very noticeable, especially when pointing the camera straight up to be under the player. I also experienced some weird instances where colliding the camera with a wall temporarily removes the player's front light source. Lastly, I think some level spawning transitions would go a long way, as it can feel pretty jarring when dropped into a new level in addition to the music starting over. I look forward to seeing where you take the game!
Neat little game! Impressive for only 3 hours. Just wanted to let you know I seem to have come across a bug that allowed the enemy bike to cross over my line. I'm guessing because it was so close to it traveling horizontally parallel to my line. When it turned vertically into my line, the nose of their bike was already crossed over my line, and they lived. Keep up the good work!
Cute little project! Although the cover image is cool, I think it'd be more appealing if it closer matched the 3d style of the game. I found the fire visuals to be a little confusing in determining where exactly I needed to spray the water. With the very limited time, I wasn't sure if I could increase it somehow so opted instead to just run through the flames for a more direct route. I think there is just a little too much going on in such a short amount of time. I would recommend focusing more on the huge potential of the fire, water and tree climbing mechanics. I think it would also be useful to know where the baby koalas are/were, even roughly or occasionally. Lastly, the download size is a bit rough on slower connections. Looking forward to seeing where you take the game!
Awesome! I love the changes you made, though I think you made it a little too hard. At least the big enemies in particular are too hard. I think there's a bug if you lose with one enemy remaining, wave 1 only has one enemy. One last "problem" with the targeting/projectile firing is at the start of waves. Normally they fire instantly when enemies appear on the screen, but sometimes they seem to be delayed and wait a second before firing at the enemies. One tiny "visual bug" I noticed was when a normal bipedal enemy unit is touching and attacking the structure and gets hit, they seem to get knocked leftward a little into the structure. Lastly, I highly recommend changing the background colors of your itch page to a less bright color. A similar shade of green might look nice with your game's art.






