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RogueDogX

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A member registered Mar 19, 2017 · View creator page →

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thank you for playing, and I appreciate the feedback.


Playing your game as a true pleasure, thank you for making it.  

Thank you for playing, and for giving feedback.


I am noticing a theme with everyone's comments.  So if I ever come back to this one, Mr. white is definitely getting a vision cone. 

wow, and I thought I was a long commenter.  lol  all useful stuff, it's just a lot. 

very nice job.  I love the Metroid theme layout, the visuals, the different abilities of each character, and just the over all feel.


The only points of improvement I have are that your difficultly curve is pretty much a vertical wall requiring pin point accuracy on level 1, so just build in some tolerance for mistakes and you should be good.  This is more of a suggestion, but I would also advise tweaking the hang time and speed of the other cubes to really give them a distinct personality.  

Otherwise well done, would recommend!

thank you, I did.


Quite an interesting concept you have there.

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thank you for playing and the feedback


To your point of "going 2d" I actually wouldn't do that simply because one of the things I was trying to learn during the game was basic animating and rigging of characters.  unfortunately that did take up way more time than I had anticipated, sucking time from everywhere else.  


I may do a retry on this at some point, I think there is something to stealth RTS, it's just a matter of getting it to work.

played your game.  overall, I think it was pretty good.  


Very good take on the theme and an interesting design, I think you could go further with it and do things like solve puzzles, or use the dog for more effective enemy detection.  But the healing aspect was a very nice variation on the theme.  So great bones.


area's of improvement, the graphics could be better, and a little more variation in the game play would be welcome (like those puzzles I mentioned earlier).  


very good job though, I would consider expanding and refining this one.

Very unique idea, and an interesting take on video game death.

so very interesting mechanic, and good design, and I love the design of the robot.  very cool.


As for points of improvement.  the actual platforming controls are a little floaty and could use some adjustment,  I would also like to see an extra life for just failing a jump instead of starting from the beginning of the puzzle.


Overall very nicely done.

Thank you for playing.  I know I got time crushed by this jam.  kind of my fault, but I am glad people are liking the concept and get what I was going for.  


I don't know if I'll come back to this one.  The unity engine I was using for it just was not cooperating, making even simple tasks a slog.  But I might revisit the concept in another jam, or as an ouya exclusive.

Very nice work.  Excellent atmosphere, felt an uneasy the moment I was dropped into the game.  Very nice meeting of the theme.


Nit picks, while the atmosphere did make me scared of cubes, after I defeated the first one and realized they won't fight back it took a lot of the fear away.  It was also to dark at various times to the point where I couldn't see where I was going.  so a flashlight probably would have been a welcome addition.


A minor addition I would recommend is to look at guiding the player with the environment a bit more carefully,  I had no idea where the blocks were, and something to guide me to them would have been welcome.


Otherwise, a very good game. well done.

Very well done.  the game play was extremely engaging, the plot was subtle but powerful.  the mechanic at the end (without spoiling it) was great.  The audio, especially the voice acting, was fantastic.


The closest things I have to negative comments are it's relative shortness (more than acceptable), I did have some places where I did get stuck, and maybe a "warning mature content" warning is appropriate.


but otherwise, fantastic work well done!

I take it you're a pretty young developer, the tell tale sign is the lack of any ability to quit the the game.


As for the actual contents, what you managed is pretty impressive.  you have an inventory system, things that interact with one another, and multiple levels.    Plus the game play loop is solid and works pretty reliably.  So that's all very good.


There were some noticeable bugs, prompts that don't go away or say "hmm I need another item before I can use this",  some iffy hit boxes, and other bits.


I must say I also have issue with how this fits with the core theme of the game.  You as a player, are acting alone burning people houses down, flooding their bathrooms, and pooping in their beds.  It's a stretch. 


Pretty good.  the graphics are great and the monster gave me a pretty good scare.  The theme fits well, and the sound design is on point.  


The only criticisms I have are that it's WAY too dark, like I can't tell what's going on half the time, and a main menu would be a nice addition.  


over all, very nicely done.  

what fuzz force said, I think you copied and submitted the wrong file.  you didn't include the launcher.  I think you need to go one folder up in your directory.

a little bare bones, and could use some quality refinement.  But a decent zombie hoard game overall.  I particularly like the detail of the day night cycle.  

I can't seem to get this to run.  can you upload a zip file?

I take it you're a young developer, you did a pretty good job overall.

Very nice Theme fitting, and the story was very endearing. some nice music would have really made it. 

The platform mechanical were simple, but they worked well.  I did have an issue where my shield wasn't working, I think that's probably due to differences in screen setting.   So fixing this would be as simple as upping the shield size.


other points, you always want to give the player a way to quit the game. whether it's simply back to the main menu, linking it to the escape key, or just a big old button that says "quit" on it.  It's just a small quality of life thing for your players.  I'm not dinging you for that, pretty much everyone forgets it.

given how critical text was to your game, I would also advise some custom font's next time.  stopping off at Dafont.com is the easiest way to get a font that fits your theme.

when you say "detects you incorrectly" can you give an example?  like is Mr. White seeing you through walls? 

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sorry, about that.  I know a lot of it was unfinished, including instructions and a clear end goal.  


Is there anything I can hell clairify? 

I was hopping I was going to get to make more animations, but I still need to make 2 more characters + core game loop, so that's most likely not happening.

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my bad.  If you are using automatic there is one already added.  If stopped, hold B (or maybe its x) on the xbox controller.  On the ps3 I know it's one of the 4 main face buttons, I believe it's square, but I'm not 100% positive because I don't have the game/controller mapping in front of me.


Edit - also, I should have lead with this, but thank you for taking the time to play, I'm glad you liked it, and I will be updating the controller references to reflect your feedback.

thank!  still not happy with the handling (I'm assuming you noticed the brakes with shocking snap oversteer)


Wheel colliders are only working with terrain and basic colliders which is another level of challenge.  might force the game open world.

I do have a habit of biting off WAY more than I can chew.  on rare occasions I even pull it off.


not sure this was one of those times.  lol

already did, and I rated it too.

yeah no idea why Itch decided to post that comment twice, maybe it just really liked it?  lol

I liked the use of the theme, and the game play is pretty solid.  

I always like to give feedback on things that could be improved so here are mine for your game.  navigation was a bit tricky when entering tight corridors on a wide wall, the player had a tendency to get stuck if not lined up exactly correctly.  I think you are using a square hit box for the player's movement collision, so the simplest way to fix this would be to make the hitbox a circle instead, assuming you don't want to make it smaller.

the other small issue I found was that the player instantly snapped to looking "downward" whenever I wasn't moving them.  this made fights just a tad harder because the player could only ever shoot downward when standing still.  To fix that I'd check your movement logic and just make sure it's "doing nothing" if no arrow keys are pressed.

other than that great game, nice job, I had a fun time playing it.

thank you so much, I'm glad you liked it! 

I really liked the game.  a very interesting concept, nicely done. 

I like to leave a little constructive feedback, so here I go.   The blocks "in the real world" are a little to easy to rotate by accident, I would change block movement method to something more precise.  

but again interesting concept, and a genuinely fun game to play.  great work

This is really nice for a one week game jam.  I love how it fits the theme, it looks great, and it's extremely well polished. 

I do like to give at least a few pieces of critical feedback, so I'll do my best.  You might want to focus on making differences in kind, not just differences in scale for your team ups.  maybe doing something like increasing range, blocking off squares for opponents, making you invisible to the enemies, etc.  I do understand that it fits the theme and you probably did not have time to make those kinds of adjustments, but I thin it would improve your game.   also the music is a bit repetitive, but that's really nit picking.   

but again, great job, loved the game, and thanks for making it.   

This is really nice for a one week game jam.  I love how it fits the theme, it looks great, and it's extremely well polished. 

I do like to give at least a few pieces of critical feedback, so I'll do my best.  You might want to focus on making differences in kind, not just differences in scale for your team ups.  maybe doing something like increasing range, blocking off squares for opponents, making you invisible to the enemies, etc.  I do understand that it fits the theme and you probably did not have time to make those kinds of adjustments, but I thin it would improve your game.   also the music is a bit repetitive, but that's really nit picking.   

but again, great job, loved the game, and thanks for making it.   

for a 13 year old's first game jam, which I assume that's what this is, the game is pretty darn good.   The fact that you had animations that reacted to the players direction and a boss battle is amazing for someone so earlier in their development career.  

I do always try to give some critical feedback (only because no product is perfect, and constructive feedback is a great way to help a developer know where to improve).  But instead I will make a suggestion on where I would suggest you focus your skills next, and that would be audio.  Sound can really help make a games atmosphere.  I did see you had some for landing, but for your next game try adding sounds for every action and some background music.

Again, nice job.  congrats on finish this, especially at 13 years old.  

Glad to hear it.  Thank you for taking the time to play it.

very nice.  the looks is great, the story is fantastic, and I loved the sound.  the difficultly is a bit much, and based on how far I've played the jam's theme isn't all that present.  but overall very well done.  nice job.

the key is to just let the AI bunch up, and you do that by moving quickly, and to keep moving.  but I can definitely see why you'd struggle. 

Nice.  the graphics are great.  But I do agree that if the enemies, don't bunch up, they can be a bit difficult, and something other than a purely black background to orient the player would be ideal.  Lastly the connection to the theme is a little weak,  so I had to dock you there.

But the effects are great, the controls are nice, and the tutorial was great.  nice job over all.

what @xWALLAFFLIZHx said.  very nice puzzle game.  I do have a few nit-pick improvement suggestions (I always try to leave some amount).  the two slimes with two different controls should have slightly different looks/colour schemes.  it's a minor thing, but the extra key press to see which slime is which is kind of annoying.  your platforming could also use a bit of improvement, try upping the player just enough so that the platform is not just barely at the height of their maximum jump, give them a few more pixels of leeway.  lastly, some ambient music would be welcome, but that's really nitpicking

But other than that.  great job, it was a pleasure to play it.

what @xWALLAFFLIZHx said.  very nice puzzle game.  I do have a few nit-pick improvement suggestions (I always try to leave some amount).  the two slimes with two different controls should have slightly different looks/colour schemes.  it's a minor thing, but the extra key press to see which slime is which is kind of annoying.  your platforming could also use a bit of improvement, try upping the player just enough so that the platform is not just barely at the height of their maximum jump, give them a few more pixels of leeway. 


But other than that.  great job, it was a pleasure to play it.