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A jam submission

Dog Finder 1.0View game page

Find the Dog In this Short And Sweet Platformer
Submitted by MyNamesLex — 17 hours, 10 minutes before the deadline
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Dog Finder 1.0's itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#3733.3813.381
Graphics#4113.5603.560
Audio#4203.2013.201
Overall#5353.2483.248
Theme#5503.4183.418
Game Design#7143.0903.090
Fun#8822.8362.836

Ranked from 134 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

In what way does your game fit the theme?
Having to jump off of your past self to progress and having to restart from the very beginning after every death to continuously have to jump off of your past self to progress and sometimes being forced to die in a location so that you can jump off of your past self to reach the platform you are trying to get too.

Did you write all the code yourself and made all the assets from scratch?
I downloaded freely available assets which are allowed for commercial/personal use and are referenced if you follow the 'Credits' button from the launcher. I followed some tutorials to get some of the code but not a lot of it.

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Comments

Viewing comments 119 to 100 of 119 · Next page · Last page
Submitted(+1)

Nice game.

I like your way of using the theme. A very neat idea that I'd like to see explored more. Unfortunately, I had no idea how to defeat the first purple enemy. There was no feedback as to whether I was hitting them, and the cooldowns for both attacking and jumping seem extremely long. 

I enjoyed your choice of music and graphics. It was very pretty.

I think the player could have used either a bit more aerial control for more precision or a wider field of view (like Super Meat Boy)

Your update notes look like they address a lot of the big things, so I'd love to see how it plays after that.

Nice work!

Submitted(+1)

The game looking good, cool idea with the dead body parkour :D

The only thing that I think can be better is the cooldown, I think it take too much time.

Great game good job :D

Submitted(+1)

First of all the game looks really good, the sound design matches the mood of the game great job for that ! You also nailed the topic with your idea ! I just didn't like one thing : the cooldowns are extreeeemely long my friend :/ But it still be a really nice game ! Be proud of yourself, you did great :D

Submitted(+1)

Just had a playthrough and the game was pretty good!

The death mechanic was a really cool mechanic and was interesting to play around with.

As others most likely have already said, the movement in the game just felt a bit unresponsive at times, or a bit floaty, but I know you're releasing a patch to fix some of those problems.

The sprites and art individually were pretty good, but when put all together they just didn't match the best imo, like the saturation and bright colors on the gui bars compared to the more toned down colors on the world foreground stuff, or the style and some black outlines on the main character, compared to the style of the foreground also with no black outlines.

If you're gonna update this game even more, I'd also suggest adding some more feedback whenever you die, especially since that's apart of the game's main mechanic. 

I also have one last idea, not sure how well it would actually be in execution but it's just an idea you could look into. Each corpse after each death could possibly have a deterioration process or something so they wouldn't stay there forever. I feel like this could add to the game's difficulty a little and make it a bit more challenging and interesting to play, as then you'd need to be faster and make it in time before some of your bodies vanish, it would probably also fix a few future issues with the game having too many bodies at once blocking something. Like I said, I'm not sure how good it would actually be but it's just something you can try.

Overall the game was good and you did a great job!

Submitted(+1)

Death mechanic is really innovative. It feels like i'm being rewarded by dying. However we walk too much after death and jump cooldown is a bit unnecessary because i love spamming jump button in platformer games.

Developer (1 edit) (+1)

Hey! I've already finished a patch that is going to drop after the jam is done! I added in new mechanics as in addition to the one shown here, fixed geometry and have a fix for the 'walking too much with nothing happening' fix too but not going to say how until you find out how after the patch is dropped :)

Also removed the cooldown issue also, for more details check out the game's official page! https://lexingto.itch.io/dog-finder

Submitted(+1)

Cute character, I like it. And also an interesting mechanic. "Death is just the beginning". Lol

Submitted(+1)

Fun game, as previously mentioned, I don't think the cooldowns are necessary. Encountered a place where I got stuck and was unable to move again but not sure how I did it so can't give steps to replicate.

(+1)

can you maek play in browser

Developer

Sorry i cannot do this

Submitted(+1)

I like the mechanic! And the art is really nice too.

There are a few things that could probably be done to make the game feel better:

  • A smaller hitbox on the robot while it's still alive. This might make it feel better to move around.
  • More air control when you jump, as well as good speed even if you jump right away. Right now you need to go be moving for a while or your jump will be short and slow.
  • There are some invisible obstacles throughout the map.
  • Sprite changing should be more "frequent", such as when reaching the ground it should reset and not keep the jumping sprite.
  • The death dialogue seems unnecessary as there is a counter already. It would be fine if it was less frequent, but it happens every time you go through the NPC, and ends up distracting too much from the game.
  • Being able to jump right when you reach the ground. Seems like sometimes you can't jump right away.

Good job!

Submitted(+1)

Well polished for such a short time! The trick is not to be afraid to die/fail. Once I figured that out this was very interesting. Great job on the sprite work and audio at that!

Submitted(+1)

I really like the concept, because I love games where you have to fail to learn the right tactic. I wrote a good bit about the cooldowns, but then saw in other comments you already patched it for after the jam so never mind. LOL
I love it and can't wait to play the next version!

Developer (4 edits)

Thank you for noticing... XDD And much appreciated, post jam version is now up with the fixes detailed in the development log

Glad you liked it! :D

Submitted(+1)

Very cool concept and I very much liked your music. It was easy to understand which is always a plus, overall very nice game!

Submitted(+1)

Liked it for sure, but it need some polishing, like jumping(which doesn't work sometimes), walking too far after few minutes of playing. But it is a good base for a nice game, nice work!

also, i don't know if it is how it should be played but i built a "dead bodies bridge" and "fooled the death"

Developer (1 edit)

The jumping issue is because it is on a cooldown which in the patch that i have lined up for after the jam has ended has been removed, also it was never been intended to be as long as it is and the jump cooldown bar is the green one, red one is the attack cooldown bar. Also i intended for the bodies to be moveable for funny stuff like this XD I find it funny, i even added in a throw mechanic which is set to release when the patch drops, i added in a bunch of other mechanics into the game also that are fun :)


Thanks for the feedback too and for making me laugh with that video XD

Submitted(+1)

An interesting concept, using your own failed attempts as literal stepstones to progress, I like that! I really wanted to rescue that dog, but there some tidbits here and there that made the experience a little bit too frustrating. I feel like jumping was a little inconsistent, especially when you were on top of your corpses, although the ability to push them around was actually quite enjoyable and even useful sometimes, like with the first enemy ghost. Having to travel again and again thought the same layout got a little annoying as well, maybe some checkpoints would have come in handy after every challenge.

After trying for a while, the ghost somehow blocked the entrance of the cave beneath the main path, and the moving skeleton was also patrolling that area, so getting there felt pretty much impossible at that point. I'm sorry doggy, some day I will get to you!! :'(

Anyway, I feel like this entry have some nice ideas, just need some improving on the controls and giving some more leeway to the player when making a mistake. Good job!

Submitted(+1)

I feel like this game has potential, but in it's current state is not that good. The respawning far away from an obstacle you need to die at, then walking 20 seconds to reach it again to only die again is not very fun. I also feel like the jump and the attack does not need a cooldown at all. The main mechanic of you leaving corpses behind you can walk on is very innovative though, and has a lot that could be done with it. It can be expanded on very much, and I hope you do so!

Developer (1 edit)

hey! I've integrated the systems you have already stated and also removed the cooldown timers plus other fun ones already for the post-jam patch I'm still currently working on with some new mechanics too mess around with also :)

Submitted (1 edit) (+1)

Initially I was ready to give this five stars for fun and design, but as I kept playing my frustration with it grew. The Jump wait was needlessly long, and walking for 30 seconds of nothing every time I died, in a game that required dying was maddening. Also instead of a reward or wall past the monster below the start, you just fall off of the level. Otherwise you have the beginnings of a fun game and the mechanic is perfect for the theme. I hope to try this again once all of the bugs are worked out!


(Almost forgot) It would be very convenient to be able to set your own respawn locations. Ofc you could limit it with a counter or cooldown. 

Developer (2 edits) (+1)

Setting your own spawn point could potentially be abused but adding that on maybe a potential counter could be good if  the level is big enough so i'm gonna put the idea on the backburner because that sounds really interesting,

i already fixed all the stuff you mentioned, I have a checkpoint system set up but that system has been used a ton and would feel superrrr generic and i wanna lean more into the newer ideas if that makes sense :) Also i know about the cooldown thing too, it was never meant to be that long and everyone just hates the cooldowns so i already removed it in the post-jam patch i'm gonna release, plus a few brand new mechanics, i'm going to release it after the patch and to be honest i'm pretty confident people will like them but if you could give me a follow so you know when i drop it and let me know i'd appreciate that :)

Submitted(+1)

This game has potential, but you are not there yet. here is some things I think could make it better: Needs a tutorial, I was very confused while playing. After you die the bars at the top should reset. I think you should probably also lower the amount of time it takes for the bars to refill, I found myself waiting a lot. The girl at the beginning is annoying maybe it should be e to talk to her(After she said all her lines).  This should make the game a lot better. 

Submitted (2 edits) (+1)

You've got a very stronge core mechanic going on, but the implementation needs a little refinement. Some more responsive controls and reducing the cool downs would really help, at the moment you've made a game of attrition which is unique, but I think this game would be a lot more fun if it realied more on tradional platformer mechanics aswell as your unique death mechanic.  Well done on creating this in a single week.

Submitted(+1)

Really cool game!

Submitted(+1)

Nice pixel 2d art, good job

Viewing comments 119 to 100 of 119 · Next page · Last page