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ThaLazyDog

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A member registered Oct 12, 2022 · View creator page →

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Thank you! And we will definitely work on those, already have a few interesting in mind to keep gameplay fresh

And thank you for trying it out!

Thanks for playing! Glad you enjoyed the movement, it's something we worked hard on and the team is thrilled to hear that it resonated with you! And all with you about the combat, it definitely needs some refinement and we will improve how well combat and player movement ties together.

One of my favorites from this jam! It was difficult, at first, cause I did not realize just moving the mouse left and right rotated the player. But as soon as I got the hang of it it was addicting! Really engaging combat system and timing a deadly spin and clashing with an enemy katana made me feel like a samurai bayblade. Great work!

Great work! The gameplay is pretty straight forward but it works wonders and looks stunning! Chaining attacks is extremely satisfying. It did get a bit frustrating trying to clear obstacles and jump from walls but other that than it was a really nice experience!

I liked this one! It feels a bit stiff with the static characters but the gameplay was enjoyable and the meditation was an interesting twist to the violent. I think this has potential to be really fun. Keep up the great work!

Movement feels fluid and responsive, and I am really impressed by the style and neat pixel art! A moving enemy that adds a bit of challenge would fit the game really well I think. Great work!

Character model looks great and I enjoyed the controls! Looking forward to this being expanded upon

Thank you!

Thank you and thanks for playing! And good that you mention it, we will be sure to add it for the next update!

Thank you so much! A lot of time was spent on refining the mechanics (so much so that level design didn’t get much time…) so nice to hear it so appreciated! Post updates will come for sure, stay tuned!

Thanks for playing! And that’s a wonderful compliment, I will be sure to let the team know! Controller support is being worked out, it will probably be added in the weekend, so stay tuned!

Great to hear you enjoyed it! And I definitely get what you mean, the stamina bar was mostly to avoid spamming attacks, we will be sure to adjust the attack values. 

Sadly, due to time limits we were only able to add one level and an arena. But we are working on adding some replayability and some quality of life changes. 

Thank you! 

Great work nonetheless! Thanks for playing! 

Thanks for playing! I JUST updated the game, with a really cool launch sequence, better enemies and more missiles! :D Check it out!

This game is definitely one of my favorites from this jam. Its story and creepy but interesting characters really hit that spooky itch. The evolving levels based on character interactions and the deep combat system were pleasant surprises. The visuals are impressive and really draw you in, in my opinion. Despite some UI bugs, I really enjoyed this one! 

Truth be told, I'm not typically a fan of games that require a deep emotional investment in the story to fully grasp the gameplay. However, this one was an exception. As I played through it, I found myself genuinely caring about the characters and the intriguing mysteries that unfolded.  It just got more and more captivating.

It's fascinating how the levels evolve based on your interactions with the characters. The 3D characters are exceptionally well-crafted, and the dedication to writing is clearly evident. Great work.


The visuals are amazing, a lot of time have been spent here to make both the enviroment and the characters feel alive. And some really creep me out, so bonus points for that.

I adore the RPG elements of the game. Your consistent style, both in terms of the story and gameplay, comes together really well. When it comes to gameplay, I was pleasantly surprised by the depth of the combat system. The moods mechanic was really interesting.

The tutorial seamlessly integrates with the gameplay, making you forget that there are tutorials at all. They only appear when necessary to explain something relevant in that moment, which I find to be just great.

Other than some bugs with the UI I had a great time playing this game!

Neat game, i enjoyed it! The visuals and music were great and I think you nailed the idea of spooky dodge ball. I feel like a tutorial for the controls would be really helpful as well as an aim assist for throwing. 

I really enjoyed this one! The controls may have been simple but they felt great and I liked the enemy variety. The music with the level design was spot on for the vibe the game was giving. Well done!

Great work! I think the mechanic of reviving dead enemies is really interesting and there are some ways to about it for future iterations. One would be giving enemies unique abilities that are only countered by others, that way player needs to strategically kill and revive. I also feel like this kind of game would really benefit from a upgrade tree of some sort. I think that would help with the replayability of the game.

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Thank you, glad you enjoyed it! 

Fantastic work! The gameplay feels great and I had a really good time punching away. The game overall is really polished, with a fleshed out tutorial and an easy to understand combat system. I feel like at times the combat system is a bit too easy, and as mentioned by other players, that it could benefit from an added level of complexity. One of them could be to implement a shield or a sort of counter, that lets the player try to time in the punches from enemies to deal a stronger counter strike, at the cost of more stamina.

Looking forward to seeing more of this!

Thanks! I appreciate that! And for sure, I think something happens if the tower is purified using your hoverboard...

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I really liked this! The artwork is great and I think the controls compliment the bullet hell gameplay well. The music was also very fitting of being in an abandoned creepy robotics factory... I do think you can make Leo a harder boss by increasing his damage towards the player.
I think the camera moves a bit too fast at times, especially when moving the reticle from one side to the other, it becomes jarring and made me disoriented.
The NPC:s are neat, you got really creative here which I like.
This games reminds me of Enter the Gungeon a bit, which is a good thing of course, but I think the dash would feel better if it was in the direction the character movement instead of the direction of the reticle. But that may be just me!

Overall, great game! Keep it up

Thank you!

Great game, the "wonky-ness" of the controls complemented the gameplay experience really well! Good choice of music too.

Thank you! I will add a meter to see the charge of the cannon instead of having it fill up on a timer. 

Great jam entry! I ended up enjoying the presence of my crew more than I care to admit, which really came to show after thet wandered directly into an enemy just to explode. Well done!


Experience the action of Vanguard, an intense rail shooter crafted for MechJam#4. Unleash a barrage of lasers, homing missiles, and wield the cataclysmic power of the Gaon cannon. Step into the Vanguard model mech and defend the city against relentless invaders!

This game has recently had an update, with a small visual overhaul, loads of bugs fixes and improved enemies that will make sure to annihilate everything in their path! Will you rise as the skies' unwavering guardian?

Download Vanguard here!

https://thalazydog.itch.io/vanguard

Glad you enjoyed it! And the stuff you brought up is really, the jarring change in movement will definitely be tuned down! 

You are definitely right! I over scoped the game and some issues arose that made me unable to work on it for the full 2 weeks. Not an excuse of course but life happens! You provided really good feedback and will be sure to incorporate all of it in my next version. Hope you get a change to play it and give me your thoughts! 

Thank you so much! And I agree with your statement about the level design, I had an idea about it being more fine tuned with actual buildings that would create a coherent city, but I misjudged how long it would take! I will try to make an improved version in the coming weeks that better isolate my original vision. Your feedback is gold and I would really appreciate if you would want to try the next version! 

Great gameplay and the enviroment looked nice! The mech models of the player and enemies were also well made. The controls worked fine but could use some fine tuning. The enemy AI were great! I have dvindled a bit in AI navigation in 3D space, and you managed to pull off a great implementation here!

A really solid and well implemented game. I felt it had balancing issues at times but beyond that this was a pleasure to play. Good work!

 I loved the mech model, it looked heavy and strong and something that I enjoyed piloting. That said, it felt weak when actually shooting as the visuals gave me an idea of how it would move and shoot and the reality felt a bit plain. The gameplay loop was solid and even if the enemies were giant carrots, they managed to give me a sense of danger when sprinting towards me. Great work with this one!

Glad you liked it! I will add some stuff later on and see if it evolves into something that is worth spending more time on!

Thanks for playing! And you are definitely right, there are a lot of details that need some more attention. I have not tackled sceneries and level design like the ones typical found in rail shooters before, so it took more time than I would like to admit to build the first level... but I learned a lot!

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I had a blast with this one! I love rogue likes and this was right up my alley. The fact that you managed to cramp this much content with such quality in just 2 weeks is some really good work. I felt that the player movement was a bit sluggish at times but overall the gameplay was well implemented. I really enjoyed battling the enemy mechas, great enemy variety.

Thank you so much! Excellent feedback, I will be sure to incorporate the fixes for the next build! And neat observation with the skull, I tried letting it fade out over a longer time and it was much more satisfying