Thanks for playing and for the comments! We'll try to fix up the hitboxes after the jam. You can actually exit the camera view by pressing ESCAPE (though it's not communicated anywhere and it's not reasonable to expect players to know that). And yes, we use a database to store people's comments -- specifically SQLite.
Recent community posts
Fantastic submission. It felt amazing to play, switching between weapons made me feel like a boss, and the music kept everything high-energy. The controls felt great and enemies felt totally fair, and the difficulty curve was just right for me. The game's really crying out for a scoring system and a high score table (though I know it's a 48-hour jam)! I want to see how well I did compared to others :D
Art style is really interesting too -- a "twin-stick" shooter with faux-3D camera view works really well. There are endless ways this could be expanded -- more weapons, enemies, and arenas -- but the base is rock-solid and I would totally play a larger version of this. Great job!
Really fun game, and felt very polished! I liked how the robots all moved in sync with each other, it looked like a K-pop choreography dance. Level 5 was really tough.
Hopefully I can unlock level 7 someday
Ooh, this game is hard, but I always just want to play one more. I was only able to get 8/15 at once but I explored the whole mall and got everyone in at least one run.
Exploring was a lot of fun -- the art was really cute and I liked each different room. Setting Snake in a mall is a great twist, and gives it a bit of strategy too -- there were certain people (e.g. the one in the gym) that you had to get early, and others that you wanted to save for later. Having people run around pushes that little bit of strategy even further, I haven't seen that before but it worked really well.
A lot of fun! Great job :D
Incredibly atmospheric, it feels so dark and oppressive. I love the clinking chain sound effects, I love the dim lighting that emanates from your character, I love the slow character walking animations, and I love the little bits of the story between plays. They're really well done for how small they are. I think of all the "physical" joining together games I've played, this one really feels like it fits the theme the best.
It's really hard to maneuver around the hands -- I actually resorted to sacrificing some people to remove certain hands -- but it wasn't too bad and I got through the whole story. You can't save everyone, but that's kind of the point, I think!
Anyway, awesome work :)
Really creative game idea! It had a great dark and foreboding feel to it and I found myself being really excited for what the next mission would be. I never knew what was in store. It's an incredible amount of work for 48 hours.
I love the way the game slowly unfolded as you play through -- first introducing movement, then asking you to master it, then introducing weapons. The movement was very challenging at first, but rewarding to master.
You may want to include a tip about how you connect to the escape pod in Level 1 (you have to back into it from a certain angle). I couldn't figure out how to do it, and I actually learned from one of your helpful screenshots. The gameplay itself was really fun and I enjoyed mastering the slow-paced movement. Awesome job overall :)
Awesome simple little arcade game! Web-shooting felt great, I love the little curve you can give the webs if you're moving. The combo mechanic gives the game a lot more depth and creates a great risk/reward tradeoff while not being so strong that you need to plan your entire game around it. I had fun trying to get the bloops to go as high as they could. Amazing work! :)
(my high score was 181)
The game feels great, legitimately feels like a dungeon that could appear in Zelda or something. I loved seeing what each different animal did, and I loved all the little animations on each one.
At first, I wished that the game was less harsh when you died -- but I played one more time, and I found that it actually added to the Game Boy-ish old-school hard feel of the game. I found myself taking the controls more seriously and playing more carefully.
Really great horror-y atmosphere. The core idea is great too -- it feels like Breath of the Wild or Alchemy, where you have to combine elements you find around you to create new effects. There's so much potential for expansion (I really wanted to burn or electrify the slimes, ahaha), and it fits the theme well.
I actually found level 3 to be an interesting challenge and managed to get past it after wandering around for a while. I got stuck on level 4 afterwards. It seems like the electrical panel in the entryway might not be working correctly? This game was plenty lengthy already though so that's not a big issue. I'd maybe like to see some sound effects to let players know they're on the right track -- e.g. when water puts out fire, a "tsss" sound, or a crackly electricity sound when you light up a panel. But there was generally good visual feedback, so this wasn't an issue for me.
Overall, really fun game, and amazing work for just 48 hours!
Super interesting concept, having to "drag" the other two parts of the ship around, and having each part serve a different function, really accentuates the theme and makes the shooter feel very unusual. It seems like it could have easily been frustrating to move the ship around, but it ends up being super satisfying. The sound design was great, and the visual effects were nice and flashy :) Great job!
My best score was 127, no clue how people got 200 :O
Amazing game! The concept didn't immediately pull me in as much as Edna did, but it had a surprising amount of depth and the mechanics you chose to explore were really well chosen and made for some great levels. The puzzle design was excellent, as usual. Might be nice if there was an "undo" button, but the level design often allows you to undo your mistake anyway, and I figure this would be something you would definitely add with more time.
It's also one of the most complete and polished packages I've seen! Everything from smoke particles to dynamic block expressions makes the game feel like a finished, professional product. It's unreal how good the music and sound design is, easily professional-level IMO, and perfect for the game. It seems like a perfect fit for a mobile game if you ever wanted to go that route.
Thanks for the kind words and thanks for playing!
You're right -- there isn't much of a gameplay point to posting to Doodlebug. We do hope that players will use it as a way to track down the last bug or two (looking at others' posts for hints), or maybe as a quick break from hunting -- but we can't predict what players will use it for, so we didn't want to lean too hard into that because every player will have a different experience. Those ideas you mentioned are great though, and using Doodlebug more for gameplay is definitely something we talked about, and we'd probably have given it a go with another 24 hours.
This game is super fun. Tons of games joined two things together with a spring, but this one's take on it (a protector and a thing to protect) is totally unique and makes it feel really fun instead of annoying. I loved seeing what bullet pattern I'd get each time too. My strategy was actually to use the possessed baddies as meat shields, so they would die quicker and I could possess something else!
The game's absurdly polished too, and the visual style is really memorable. The music sounds great, the sound effects are crunchy, and there are lots of great visual particles. I love all the glowing torches, the dungeon feels perfectly moody for the game. My favorite effect is when the core sends out its tendril thingy.
(btw my best score is 50!)
This game was super fun! The "reveal" that you were going to be making words was a great moment -- I almost couldn't believe it at first -- and I liked how the difficulty smoothly escalated by having to make parts of speech that you know less and less of. Cute dialog and art style, and made me laugh. Awesome work, incredibly original and tight :)
Love the concept, love the mechanics, loved exploring the underworld and finding new obstacles on my way to drop off the souls. At first I thought the soul was super annoying, and I had to stop and focus on dodging every once in a while, but as I got used to the warning sound, I was able to dodge it more and more easily and it ended up being hardly an impediment at all. Gameplay depth!
The art and dialogue is really cute and fits the theming well. The "fly back to the start" effect is so speedy and satisfying. I'm so glad it wasn't just a teleport even though that would've been much easier. Great game, probably my favorite thing I've played so far!
This game is a blast -- awesome job! The mechanics seemed weird at first, but I quickly got used to them and they paid off -- the puzzle design was excellent and made great use of the mechanics. Each level made me feel really smart. Nice take on the theme too, it's neat seeing a kind of "join" that isn't quite as literal.
The dinosaur is too precious for this world ;-; Love the facial expressions and the way his tail swings around and destroys stuff despite your best efforts. The modeling and colors are really nice too.
Being careful not to destroy things (especially with the interesting tail physics) is a really interesting and original idea! Awesome work!
Difficult game, but very satisfying once you figure it out. Had to start over a couple of times (cause I didn't know what the levers did -- might be good to have more instruction on that) but got the hang of it soon. Really nails the theme, I just couldn't deal with everything at the end, especially when the Ziggy machine broke! Got to 30 seconds left on the clock and passed out from oxygen deprivation.
Superb presentation, definitely the best I've seen this jam. Love the voice acting, love the sound, love the blobby Ziggies, love the attention to detail -- I couldn't believe there were three or four distinct lines for status and death reports. Loved the escape pod for my inner OCD. I honestly can't believe this was made in 48 hours, it's really, really polished. Awesome job!
Really fun game! Never seen this spin on Game of Life before, it's kinda hard to really wrap my head around the rules, but makes for some really good puzzles nonetheless. Keeping the positions small is a great choice, the puzzles are still killer! Noticing that the start positions (usually) obey the same symmetry rules as the goal positions helps a lot.
The UI/game feel is one of the best I've seen this jam, too. Awesome work!
Best execution of this concept I've seen yet. I loved how all the powers were pushed to their limits, and all the dirty tricks the demon would play, killing me by taking away the exact button I needed right as I needed it. Part of me wonders if it would be better to give the player some warning about this, but I actually think it's funnier without it. You go into each level pretty paranoid about how you're gonna die this time :P
The time limits were kinda tough (on a touchscreen at least), but I think that's good cause it really forced me to optimize my strategy. I think it was a good call.
Presentation was top-notch as well, loved the 3D demon and wire effects. Awesome work, had a lot of fun with this!
This is probably the most polished game I've seen in the jam so far -- everything oozed with detail and felt amazing, from player movement to the animated background to the level transitions. Everything flowed smoothly. Nothing wasted my time, which I appreciate a lot.
The 'glide' mechanic is a brilliant way to give the player a little something to think about, but not really enough to feel "in control". Clever choice of mechanics too -- timers were kinda overwhelming at first, but I got used to them and they ended up reinforcing the theme well. The level design was excellent and pushed the mechanics to their limits, then the game ended at just the right time. I had a lot of trouble with the last few.
One of my favorites so far. Incredible work for just 48 hours, props!
Absolutely incredible game, really distills and captures the feeling of hacking in the way that the best Zachtronics scenarios do. The no-handholding approach seemed intimidating at first (I didn't figure out how to line break for a while) but I got the hang of it and think it was more satisfying as a result.
Major props. I really hope to see more levels, it feels like I was just getting started and then it ended!
This is an amazing idea, perfect for the theme! It captured the same kind of feeling of watching a good Let's Play. I feel like you could make a really cool drinking / gambling game out of this kinda thing :D
Really love the doodle effect too -- I didn't expect it to be a shader, that's clever!