Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Dingo

117
Posts
15
Followers
3
Following
A member registered Mar 01, 2021 · View creator page →

Creator of

Recent community posts

It’s still super impressive for such a short jam! 

I’d absolutely love to see a fuller edition with more opportunity to control outcomes. I feel like the years move fairly quickly and each year feels very similar to prior years.. maybe more slots per year and have some years contain events (possibly dividing them into seasons with each season having some effect, then sub-effects on the season). That’s absolutely too complex for a jam, but I guess all I’m saying is that this idea has bones and can absolutely be expanded in fun ways, and I’d 100% play that final result haha! 

Neat concept with used ammo coming back! The controls were difficult at first, but sort of click after playing for a bit. A quick in-game tutorial to explain basic movement and the ammo mechanic would go far! 

That might be due to your browser. Hardware/graphics acceleration's gotta be enabled, or it'll run at about 10fps. Sorry it made you feel dizzy, but thank you for playing! <3

Thank you for playing! 

Thanks for playing! I think a roguelike direction would benefit this game! Something with upgradable stats, for sure! 

Thank you! YOUR SUBMISSION IS INSANE. WHO'S GONNA CARRY THE LOOP?!

That's something I wanted to implement, but didn't have time for. Thank you for playing!

Really unique visually, and the sound is superb! 

Thank you for playing! BY FAR, a majority of time went into tilemapping.. it's SO DANG TEDIOUS and the whole time I was wishing I could've worked on programming, haha! It did turn out fine visually, though, so I am happy with that!

(1 edit)

Managed to make it to year 10! 
I loved the artwork and sound. Very serene and relaxing. The gameplay was great, too! Simple,  but effective! I think the deck/discard mechanic could be explained a bit better (or visualized somewhere) and maybe give cards that have gotten an upgrade some visual indicator that they are upgraded (like showing a +1 to energy on a card gaining a +1 from some effect, if that makes sense.) 

Overall, very good entry! 

Yeah, it ain't great, but it's complete. I full sent an idea that seemed cool in theory, but in practice (and in a 2 day time frame), couldn't be made into anything substantial. Thank you for playing! 

Cool game! Never played Pokemon Ranger, but I've always wanted to. 
I liked the enemy design! I was able to beat the boss on the second try, but it took a while. I think my highest loop count was 8. 

I fully agree! I can happily say I won't be returning to this idea, but if I were to, it would take on a more rogue-like fashion with synergizing abilities and upgradable stats.

The art and itch page are great! Love the audio, too! I couldn't get the hang of the controls so actually playing felt a little frustrating, even after following the tutorial, but I think that's 100% a me problem. 

Oh yeah, haha, it is NOT fun. BUT, it is complete and mostly bug-free, so that's a win for something effectively made in two days. Not disheartened at all! Made something, didn't work out, but that's ok! I still made something. I definitely encourage you to check out some of my other work! It's MUCH more fun, haha. 

Thank you for playing! 

Really interesting idea! It was fun, but maybe a little easy..though I think it's also a bit complex/hard to process what's going on. BUT, I think that could be fixed if somehow beat placement was streamlined/simplified. I say too easy because you can just place red/blue on the same beat and annihilate everything, though I'm not sure that was the intention. 

All that said, great work and a very cool idea! 

Thank you for playing! 

Fun game! Could see this becoming a large-scale idle clicker! The vibe and style were simple, but impressive! 

I really wanted to go the puzzle route with making the player find addresses based on a description of the building/description of the building's place in relation to something, or with actual signs, but I just didn't have the artistic bandwidth and unfortunately had to stick with my sprite sheet. Jaywalking was originally an idea, along with actual moving traffic, but just didn't have time and had to slim down my scope. Thank you for playing! :D

Had a few issues which I see you're aware of, but after figuring out how to avoid them, I was able to complete the demo. Super great work! Loved the art style and sound design, and the looping rooms mechanic was very interesting! Before I found the pillow, my dumb self was trying to go backwards and catch the key before it fell, haha! Would love to play the released version! 

Yeah! I wanted retro feel, but I think deviating from tile-based movement might be the move for something faster-paced like this. Thank you  for playing! 

Thank you! I wanted traditional tile-based movement, but I think an expanded version of this game would play more like a rogue like, with abilities, upgrades, and generally better movement. In that case, there would be no tile constraints! However, I think I can confidently part with this game idea as gameplay-wise, I’m not super stoked with the end result, haha!

it definitely isn’t my best piece of work, but it’s a complete game made in roughly 2 days (joined late!), so I’m happy with it! 

There is a map and a delivery list! Pressing <tab> should pull it up for you! 

(1 edit)

Thank you for playing! I'll happily play yours when I have some time to sit down and play through submissions :) Congrats on your first jam! 

Yeah, I considered putting indicators on the map, but wasn't sure with this one. I think the concept itself is generally lacking, but I'm happy with it for a 3 day entry. Thanks for playing! <3

Thank you! We were aiming for something nostalgic to make the 3D component even more jarring haha! 

Thanks for checking it out! More levels may be in the works 👀

(1 edit)

Thank you for playing and for the kind words! I’’m glad you liked the music!

thanks for the comment and for playing! 

Trickier is something we want eventually! For a jam, we didn’t have much time to create more levels, but I have some fun ideas for future levels that might scratch that itch. I think there’s a lot of potential for difficulty.

thanks for playing! 

The last level is a little tricky, though good idea thinking to stack them! We didn’t have time to implement that functionality, but it’s 100% something we considered and would totally fall in line with the way this game is meant to be solved!

Ayy thanks! Bug noted 🫡

Thank you! As the person who didn't make the music, I absolutely love it, too! It adds a lot to what is otherwise, a pretty simple game stylistically. 

The areas marked grey don't allow for tabbing, so that MIGHT have been it, though there is a very real chance a little bug sneaked in there, haha! 


Thanks for playing! 

I could give it a go! It’s been a minute since I touched this project, so I’ll have to reacquaint myself, haha! 

it wasn’t built for download! But if you’re having issues loading it in browser, try enabling hardware acceleration in your browser settings! Or, try a different browser. I can confirm it was working on Opera and Chrome for me, but had issues with FireFox. 

Thank you!

Nice work! The art is charming. I think my only suggestion would be to increase the hitbox for the player (it seems a little precise) and speed up the pufferfish speed as I found myself constantly undershooting presses due to anticipation. 

Not bad for needing to switch engines with 10 hours left. I love the main menu music--it's giving Sonic Adventure 2 vibes, which, in my humble opinion, are some of the best vibes to ever grace this earth. I'm also digging the futuristic city look! The player sprite looks like something out of Hyper Light Drifter. 

Really loved the art style. The character design is super interesting and very pretty! The tracks are great, too! 

I liked the gameplay, but I found the horizontal nature of the layout to be hard to follow (could be a skill issue on my end, lol). 

Thanks for checking it out! 

I agree with the note thing. I never actually told them to slow down before reaching the collection area, so I'm  really not sure how its happening. It's definitely something that'd be worth looking into with a more polished release :3

Yeah! It's most likely an issue with the web build. It's (from my experience) very browser/machine based for web, and will often just not load or load notes in late. It was on my to-fix list, but I didn't have time to test it and figure out a solution. The desktop build should be a lot more stable (I hope, haha!)

Thanks for checking it out and giving feedback!