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Cyborg Corgi's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall Fun | #33 | 3.941 | 3.941 |
Controls / UI | #40 | 3.647 | 3.647 |
Art / Graphics | #49 | 3.647 | 3.647 |
Sound/Music | #55 | 3.059 | 3.059 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Genre #1
Action
Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing
Rating #2
Family Friendly
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Comments
I had some good fun with Cyborg Corgi! It reminded me a lot of the kind of web games you'd play in a computer lab in elementary school. The gameplay loop is quick and fun with room for upgrades and improvements, with a lot of replayability due to the difficulty.
If you wanna see any more thoughts of feedback I had please check out my VOD where the game is time stamped in the description.
My VOD:
I played this game on stream (VOD).
This game is fun and addicting! It's kind of a mix between vampire survivors and snake. The controls definitely had a learning curve to it, but after a while there was maybe some muscle memory..
That being said, the game's difficulty may be tweaked too hard. I was on the "easy" difficulty, and couldn't make it past 4+ minutes without cheesing the game (more details on that later). I think that maybe fewer spawns and/or slower enemy movement and/or less damage might make sense on the easy difficulty?
About the cheesing.. my daughter found out that if we kept to the borders of the world (you can see our VOD for examples of us doing it), we can pretty much avoid most of the cats, up until the minibosses (?) that fire stuff at us. I'm not sure if that's the kind of gameplay you want to allow, but you might want to know that it's possible! :) We managed to survive 9+ minutes that way without leveling up at all.
Thank you very much for trying out my game and posting the stream of playing it. I will take that into consideration to reduce the difficulty. It was not my intention for the player to beat it the first time. They will have to get upgrades to get further on.
For cheesing the game by just running around the boarder, I was hoping to avoid that by incentivizing the player to get into the middle of the action to pick up experience points. Hence why you did not level up. I might add environmental hazards or new enemy logic to prevent that.
This is a fun and polished game. The UI, graphics, and effects are all top notch. Would be nice to have some background music.
Played it multiple times. The game does give you that feel of “let me play just one more time”. Couldn’t make it too far though (probably just my low skill in action games). Since there is a max health, was hoping for some sort of health pickup, but never got one. Is that intended? I did get a bump in max health sometimes.
Thanks for checking out my game and the kind words. There is definitely tweaking needing to be done to balance stats.
There are health pick ups that sometimes spawn when defeating enemies. Right now they are a place holder asset that is green, so it might have been hard to see on the green background.
Music should be playing in the main menu and in game. Did you happen to have it turned down or muted in the game settings?
Right. The music is playing now. Not sure what happened there. However, I do find the music a bit too peaceful for the nature of the game. Maybe subjective.
Nice and very cute game, addicting gameplay loop and original theme, good music too, pretty balance of elements. Except zero story, but then this is the kind of game that doesn't really need story in the first place, just jump to shooting cute stuff with your Cyborg Corgi right away!
Didn't find any bugs, only problem that comes to mind was accidentally clicking on an upgrade right away when the lv. up window comes up, maybe have a "are you sure you want to pick this?" window when selecting an upgrade?
Thank you for playing my game along with the feedback. A story is something I might be adding in the future once I have the other aspects flushed out.
The issue with using the ability while clicking on the UI to select an upgrade should be fixed. I had thought about having window to confirm but thought it might get in the way after you see it over and over.
Sen covered your game, here's her VOD: 59:47 Cyborg Corgi
Thank you for sharing that with me
Hello! Welcome to Feedback Quest 7! My name's Hythrain and I'm one of the hosts and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!
So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.
Before I get into my feedback, I want you to know we broke the game on stream. Here's a clip showing what we were doing: https://clips.twitch.tv/AbrasivePerfectMomUnSane-XJoL5C4u0z5BWfjm
Alright then! CORGIS! CYBORGS! CYBORGS AND CORGIS! I love this concept so much. The game gave me some Snake vibes, what with how your corgi gets longer and you have to collect stuff. I just had a lot of fun playing it over and over. I want to KEEP playing it, which I'll probably do at the end of the stream for fun, so you know you have a good idea.
Some weapons felt incredibly powerful while others felt weak. I found myself using the ball launcher and cannon the most, because if you upgrade them and get the one power-up to improve how much they bounce, you can fill the area with a LOT of balls! On the flip side, I never noticed if the mine dropper was doing anything while the frisbees felt like they had too much of a gap to be reliable, especially as a starting weapon.
What I want to know is where the game is going to go from here. I love the concept, but if it's just what it is now then it's going to feel dull. The roguelike elements need to come in more, affecting the stage layout and the spawn points and everything in general. There also needs to be a goal, I think, beyond just leveling up or a high score. I don't have specifics since you could already have these, I'm just saying I think you're at a good point to start working those in.
I can't wait to see more! :D
Thank you for checking out my game and giving feedback. I have fixed the issue with cooldown scaling and limits and will look more into that case you ran into.
I have been working on a new way of handling level ups and meta progression. I feel with these kind of games its progression for progressions sake. Do you have any suggestions or references to other game what you would work well as an end goal for a game like mine?
This is a really neat take on this idea. Haven't played a ton of these games but I had a lot of fun with this one. The corgie theme/visuals are adorable as well. My biggest feedback would be that the enemies seem a bit plain-looking and its hard to tell what some of them are supposed to be. Other than that, since you use the same button to select upgrades as to use your ability I often found myself accidentally placing my ability when I was selecting an upgrade. It was rarely a huge problem but it would be a good idea to lock ability usage until a little after you select an upgrade. All-in-all though, really great job on the game!
Thanks for the kind words and checking out my game. The enemy art is currently placeholder, looking to get art done of various looking cats.
The bug with the ability I have been looking into. For me it seems to only be an issue when I play on Chrome but works as intended in Firefox or the desktop version. Are you playing on a Chrome browser and does that bug happen every time?
I was actually playing on Mozilla Firefox but the ability thing did happen every time I selected an upgrade
Thanks for the info. I'll have to look into it more
Hello, I enjoyed your game, the control is pretty unique, it does take a small while to get used to, but once understood it's pretty interesting, I think the risk and reward is done successfully so far to create that sense of accomplishment as well as urgency. The core game is looking good hope to see more updates into it like more lively character sprites. Great cover art.
Glad that you enjoyed it. I am planning on updating the sprites for the characters.
Had fun with this one, even if it still needs a lot of work, the core concept and character controller is unique and I liked it.
Here's my play notes, and I'm pasting the TL,DR here too:
Very cute, lovely title art and UI, nice music and sprites. Really unique control scheme, kinda mixing Slither.io with Vampire Survivors and it works pretty well. Your weapons are really fun, I personally enjoyed the shock collar and the cannon of all the ones i unlocked.
I think it needs more attention on design and balancing (which of course all FQ testers can help with QA) as well as more solid implementation of the features so they're less prone to breaking or lagging the game. I also think the cyborg body looks too much like a polka-dot snake, and you might want to compose it with square-ish segments with a furry snake underneath to better match the art, and I'm not sold on the square cats, they work mechanically but not quite aesthetically.
I don't have too many thoughts on progression and meta progression as it is, as it needs to be better balanced first, but I do think you should make level ups slower on both in run and at the meta level, and give extra XP and rewards if the player finishes a level.
Thank you for taking the time to play my game and writing out the detailed notes. You have giving me some things to think about. That is a good idea to give extra XP for finishing the level.
Some of the art assets are still place holder, like the square cats and dog face/body
It’s a very nice game. Although I don’t usually play this genre, it kept me engaged for some time.
The art is nice, and the gameplay generally feels well worked on. Abilities and weapons have different flavors, and you really feel that your game experience and the result depend on what random boosts you choose during the play. Adding permanent upgrades is a very good idea. This will motivate you to try again and see how your corgy works in the upgraded mode.
I didn’t have problems with the controls. A+D worked naturally for me.
Maybe I’m not the perfect audience because I can’t enjoy games that are exclusively built around a battle arena for a long time. But I really like upgrading stats and min/maxing through trial and error. So, I can imagine myself or another person with similar tastes playing your game for quite some time if there were levels with different layouts and tasks in addition to the arena.
Best luck in further developing your Corgi!
Thank you for the kind words. Yes there is room for more features/upgrades and lots of balancing to do.
Nice and fun game, just the controls feel a little off and weird. Ig it's part of the learning curve but for example when the doge is coming down, A turns it to my right and D to my left.
Thanks for checking out my game. I know the controls can take a little getting used to. I have tried other forms but I feel like they did not work out with my idea of the character constantly in motion.