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SpoiledPuppy

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A member registered Feb 11, 2021 · View creator page →

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Hello! First off, thank you so much for the feedback, it is incredibly valuable!

There is quite a bit more content after obtaining the 'megaphone' item; I've got a final cutscene and credits that roll when you finish, so that would be your cue for the ending. With that said, YES, I definitely agree that this demo/prototype can use some more clues or a guide NPC at least. I battled with wanting to be cryptic/obscure with solutions versus having some more obvious clues as to what to do next. I will definitely take this into consideration as I polish this up, so thanks! A quick clue - the megaphone shoots a projectile that may unlock some blocked off areas for you. The way the projectile looks is supposed to tip you off, but it is incredibly obscure and I recognize that now!

As for the art, I must thank you again! I'm typically quite hard on myself when working with my creative outlets; I think most creatives are in the sense that nothing will ever seem good enough (at least for me). So its always very nice when people come out and say, "Hey, that's not as bad as you think" or "Good job!". And while making the grass that's in my mind still eludes me, I thank you for the comments about it. Its so dang hard to NOT make it look like a messy pattern! Flowers and taller shoots do seem exactly like what it should be for this style.

Currently I use Aseperite for asset creation (the MS Paint thing was a jab at myself, heh!), but a majority of what you see in the current demo was made in Piskel. As I have continued making my screens, I have definitely started seeing that in many cases, less is more and indeed, I do not need to fill each to the brim to make it feel alive, especially for an 8-bit game!

Regarding the additional feedback - these are all aspects I struggled with initially and am in the process of correcting them, particularly the collisions getting stuck on each other! For button layout, I'm sure my brain just thought, "Well B button should be 'B' because of...well 'B'!" Haha! I do plan on changing this as well, likely to space bar, so I'll need to work with state-machines I suppose. Quest items and the inventory system is a big one that will be completely revamped as well. It is currently a tad unnecessary for the game, but I wanted to make sure I could get a Zelda-like scrolling menu for future implementation. I did absolutely forgot to add a key counter, so I think I'll move the key you get there out of the Quest Item section.

Anyway, sorry for the ramble, and thank you again for the incredible feedback! I am hoping to power through the pixel art, but yes, I will likely switch to the coding aspect if I burn out!


THANK YOU, THANK YOU, THANK YOU!!

SpoiledPuppy

Hello,

I'm new to game jams and I'm wondering: Are you only supposed to start development once the Jam begins, as opposed to starting before? If so, is this a common rule? Some Jams I have looked though don't mention this, others do...

Thanks for the help!

Thanks for all the fun everyone! Great submissions! I look forward to more WOW jams!

This is so fun!I get addicted so easily to games like this! Love that I can let it run in the background! Great Job!

Music is nice, graphics are great! Thoroughly enjoying all of the Doge text. Great work!

Love the Pokemon style battles! A little slow, but still very fun to play!

Very fun! Played this a few days ago and had to come back for more, nice job!

DAAANGER! Good to know, will look out for it! :)

Well it still works and is an awesome game! Should definitely be on a store! Good luck! :)

I can definitely see this as a twin stick shooter on consoles too! Good luck out there! :)

Haha, a pause button might be nice, but the addiction part is more my personal issue! I get sucked in to things real bad... XD

 It's tough because I do get a really nice, satisfying sense of progression as is, but I also wish there was more danger to it....maybe more rocks? Or more damage done to you when you miss the rocks/coins the further you get? Not too sure, but good luck regardless!

Oh this is so addicting...I had to lose on purpose since I'm at work....maybe it could use a difficulty bump? Regardless, very fun game and very well made!

I love your scrolling effect! The way everything seems to move on its own layer really helps to make you feel like you're in space! Nice job!

Great job on this! The effects are stunning, very satisfying destroying enemies and seeing some classic Doge text, and yes the particles are very nice as well! Controls did take some time to get used to, a little fast for me, but otherwise an amazing job! Would definitely play on mobiles or consoles!

Very fun, very addicting. Love the style! The music is nice and calm and I love the High Score system at the end. Very much in the arcade style! Love it!

This is very awesome! Would love to see a 'Grab' button implemented. That boss music was awesome, totally caught me off guard! This game gives me strong Portal vibes, I can definitely see this on consoles, especially the Switch! Nice job!

Great success! Solid game!

Ah! This goes against everything I was taught about brick breaking games! Very cleaver!

Evil JiM! Very fun!

Much addiction...cannot put down...

Great job,  such roleplaying!

Woof! That first level is pretty tough, but overall very fun!

This is great! I feel a little bad for the whales though.... XD

Much fun!

Haha, surprisingly fun! Love the tumbleweed-like doge!

Very fun! Love the details, fun graphics!