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Dr. Bean

70
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2
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A member registered Oct 30, 2024 · View creator page →

Creator of

Recent community posts

This game reminds me of the classic Flash point-and-click adventure games, which are super nostalgic for me. Well done! Would love to see you complete it.

I like that you had a vision for this project, and I hope you see it through!

I hope this was a good learning experience for you. Keep at it!

Seems a bit unfinished, but I can see the vision! I hope you continue working on it.

The basic mechanics are simple, but they work! Being able to shoot the customers and turn them into burgers is wacky and a lot of fun to discover! If you develop this further, I would definitely lean into that angle, keeping the game simple at first but unhinged just below the surface.

Oh! I didn't realize that. Good to know!

Gotcha. That's makes more sense. I hope you got the learning experience you were aiming for!

Yeah, I know loosely what PAC-12 is and that WSU has some history with it. I just don't follow football, so I'm missing the team-specific information I would need to actually play your game, and don't feel that I could adequately critique it.

Thanks! I had initially planned for a lot more content but decided to pivot in the last day to polishing what I had. I'm glad it paid off!

Could you make it so that you dashed towards the mouse cursor with a single input? That way, you could have faster input but still retain analog control.

Wow! What an experience! The theme is well executed here, and the core mechanics are solid. My biggest critique is that the core gameplay loop is a bit too simplistic (activate all syringes, go nuts, rinse and repeat), but that's more of a nitpick than anything. I get the sense that your primary goal was the spectacle of activating all the effects at once to mow through hoards of enemies, and you certainly achieved it!

I hope the tutorial you followed was a good learning experience! Maybe consider posting a link to it in the game's description?

The writing here is absolutely phenomenal! The whole experience is a bit mystifying, but I get the sense that was the idea. It feels like I was thrust unexpectedly into the third season of an ongoing telenovela and honestly, I'm here for it!

I like this concept a lot! I know you didn't have time to finish it, but I still enjoyed puzzling out how to complete what was there. If you continue development, it would be really interesting to see how the core mechanic could interact with other aspects of gameplay, like combat.

Honestly, great job for your first time making a game! It's impressive, especially considering that it was a solo-dev project.

The combat definitely incorporates the theme, but overall, it feels detrimental to the experience. It's very difficult to tell what is actually happening between turns... Still, the basic mechanics work well here, and I hope you continue to work on this project!

Really fun experience! The last level had a great "ah-ha!" moment that makes puzzle games like this shine!

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There are some great bones here, and it's impressive how much you were able to get done in the 48-hour period! That being said, there's a lot of room for improvement too. My biggest complaint is that there's a lot of "hurry up and wait" gameplay mechanics, which don't feel great. There's also not a ton of room for strategic planning, since wave composition isn't known ahead of time and seems pretty sporadic.

I don't want to come off as overly critical though. The basic concept here is creative and interesting, and with a bit of polish, it could be a really great experience!

I'm a sucker for dynamic turn-based combat, so I enjoyed this a lot! My biggest suggestion would be to emphasize the results of each round a bit more. At times, it was hard to tell how my actions were influencing damage dealt/taken, etc.

The visual effects and audio here are amazing, and you did a great job of incorporating the theme into gameplay. My biggest critique is that the click-and-drag controls for dashing are a bit awkward, especially under the time pressure of bullet time. I feel like the game would flow a lot better with dash bound to a single input.

The movement here feels great, and there's clearly a lot of effort put into creating a simple, relaxing atmosphere. Well done!

Made an ear-bleeding device in record time. 10/10.

The concept fits the theme, but is difficult to execute without losing control of the character... Could you disable other actions while charging the gun?

I'm not very familiar with PAC-12, so I'm not really the target audience here, but I am curious about your design process here. What was the motivation for deploying on a server instead of making a standalone game?

There's... A lot going on here, lol. Definitely a confusing experience, but still a ton of fun to play!

I had a lot of fun with this! At times, the platforming feels a bit too claustrophobic, but for a relatively short game, I think it works well. Great work!

Really interesting concept that definitely fits the theme. The timer does a good job of adding tension, and I felt like I really had to think on my feet, which is great! My biggest critique is that the game feels a bit empty without audio.

Definitely does a good job representing the theme! I like the concept, but it does feel slightly lacking in player agency. A lot of the time, I was just waiting around for certain letters to appear...

A dungeon crawler x dating sim on a train? Sign me up! I hope you guys keep working on this project!

Thanks! That's high praise <3

I'm not very experienced with developing for mobile, but there's no time like the present to learn!

Not addicting enough >:)

Thanks! I'm glad you enjoyed it! And yeah, I'd love to target mobile as well. Actually, Godot's UI elements have pretty good touch support, so there shouldn't be anything stopping you from opening the current build on your phone. Some things definitely feel a bit janky, but it does work!

MY EARS 😵

I'M OVERSTIMULATED (but like, in a good way). For real though, this was a lot of fun! Very WarioWare-esque, which is a good thing! I could never get the essay minigame to work, but everything else ran smoothly.

This concept is really interesting, although it wasn't clear to me how it was being executed. It looks like my clones are constantly following me, and things like the buttons and doors don't reset on death... Still, I had a good time figuring out how to complete the game, and that background is *chef's kiss*.

There's a cool marble-platformer-speedrunner game in here somewhere, but it definitely needs some polish. The forced perspective makes it extremely difficult to judge height and distance. Adding a shadow under the marble or a way to rotate the screen would go a long way in fixing this.

Zooming over a bunch of hungry wolves before drop kicking them into submission is not an experience I thought I would have today, but I'm here for it! It would be nice to have some audio in the game, even if you had to use 3rd party assets.

The presentation is really fun, but I'll second what Magi said: Taking the time to kill enemies really impedes flow. It would be great to see you double-down on the movement, since that aspect of the game feels really good.

I got a good laugh out of the intro cutscene! It took me a while to figure out what to do, but I got the hang of things eventually. More direction in-game or a short tutorial in the project description would definitely be helpful.

I know you said you don't want to be judged, but I wanted to say that I love this concept (I have a soft spot for border collies), and I hope you take the time to see this project through :)