Nailed it!
I don't know how intentional it was, but the unstable fps and character controller going haywire fit very authentically into the experience. Was nice to see that going out of bounds was a handled case.
Is there a way to somehow reach that elusive dev comment that is seemingly behind a level switch zone?
LNKR
Creator of
Recent community posts
Hi!
We are thinking about building an .apk version or a proper webapp that could be added to the homescreen to play offline (was possible before, but I can't pull this off for whatever reason now)
In the meantime, I've added a web version, `DogDays_HTML.zip`, available for download, why not. First time I've heard of JoiPlay, can't test it right now, so let me know if it works!
I honestly got pretty tired of running from one end of the location to the other so many times, but it was well worth it.
It's definitely intriguing to see where the Lethal Company started from - from aesthetics all the way to the fire escape, it's all there :)
Congratulations, really. You deserve everything you got, and your gamedev path is nothing less than inspiring.
I'm so happy to have found this! Great game, it was entertaining all the way to the finale.
It may be a coincidence, but it seems to me that there is a bug with the pathfinding algorithm - on the last level I intuitively closed the passageway for the snake with a moveable cube. and the moment i did this fps dropped to almost zero and graphical artifacts began, fixed it by picking cube back up, so it's not a big deal.
It's so addictive by itself to watch a snake seeking the way to food in 3D, I started the game again and stood in the corner just to see it. Was totally surprised that when snake finally locks himself in, it blinks and disappears, just like in the original game. This doesn't seem to have been fully tested, as there are invisible colliders left of the snake and i wasn't been able to finish that level afterwards, but it was a lot of fun.
Thanks for the game!

