Hey, you found us! We haven't announced the demo yet on our socials because we wanted to flesh out the restaurant more beforehand. But we're so glad you enjoyed it! Look forward to more as we continue to update here!
Team Soleil
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Thanks for playing!
We watched the VOD and you were right on the money when you were describing the loop! The restaurant would be how you make money to be able to upgrade your weapons and buy travel supplies to explore new areas. We are planning on fleshing the restaurant out more, what we have in the demo was more of the groundwork. And yes, you will get to customize your gun per color later. So you could have two identical shot types or two different ones if you like.
Dogwood is a narrative-driven game. Although there is progression in the exploration and restaurant, the main goal you'd have is to complete the story. Also, at full release, the story will unfold differently from the demo, so hopefully that's something to look forward to
Super glad that you enjoyed the game, and your stream was just fantastic!
Thanks for playing! We found the VOD on YT!
We're glad you enjoyed the game, loved the little voices you gave Sheriff and Doug!
The ammo system was an issue for a lot of players, we're definitely planning on revamping it for our next build. The timed section will also be migrated out of normal gameplay and into special stages instead. We've taken a lot of notes and will continue to fix and improve on things as we develop.
For optimization, if it's fine with you, we'd like to get in touch on Discord and ask for your specs, just to help with benchmark testing.
Thanks again for playing and for helping host FQ8! It's our first time joining and we're having a blast!
Thanks for playing!
Watched the VOD and we could definitely see the issues you mentioned. The map's getting fixed up by our next build, so hopefully we could get rid of the guidance issue. Showing the controls first was also a really good suggestion. We've still got a lot of things to fix up, but we're glad you enjoyed Dogwood!
Thanks for playing!
Appreciate your very comprehensive feedback, I'm surprised the controller worked at all! (controller support is still in the works)
Based on the unanimous frustration of the ammo system, we're planning on revamping it to be more forgiving. Timed sections will also be migrated to special challenge rooms in the full release. We've still got a lot of grinding to go, but we're glad you enjoyed Dogwood!
Thanks for playing!
Based on the feedback we've gotten so far, the ammo system's a friction point for many players. Overload (when your weapon breaks from collecting too much ammo) was something we had to address the issue of being "fully immune". The idea is that it makes it so that you're never really fully immune and can't be complacent even when you're the same color as the enemy. But as of now, we're planning on revamping the system based on everyone's feedback
Thanks for playing and wishlisting! Your stream was so fun and seeing you enjoy Dogwood made our day!
Based on the feedback we've gotten so far, the ammo system's a friction point for many players. For the full game, we're considering removing overload (when your weapon breaks from collecting too much ammo) for the beginning guns, just to make it more accessible for everyone.
We actually have some similar ideas for the restaurant, like color-switching mechanics that changes the way Doug cooks meals. We've got a lot of things we need to test still, but hopefully the restaurant will start to live up the combat soon!
Really good Bullet hell movement, dodging everything just feels really good! (suck at the platforming tho xD)
Gameplay
Overall, it was very impressive! the gameplay of bullet hell and precision platforming mixed in a way I couldn't even imagine!
The difficulty curve was a bit steep, and this would mean you visit the progression much more early in the game, I didn't feel like I played enough! And only later then, levels would bring you into more into that kaizo strategy pacing.
This is just a suggestion, but enemies I feel can have some more novelty, at first, they are very satisfying to shoot up, but they become kind of annoyance later on. A progression system of sorts could possibly be given for killing enemies(or scoring system).
Visual/Sfx
I do think there can be some impact sounds/feedback, like when the player lands or grapples the wall, walking sounds as well. but these can be very quiet still, the sleekness of the player felt nice that way!
