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A jam submission

Underdog Stories DEMOView game page

A short adventure about a mixed breed dog.
Submitted by ak1r4 (@ak1r4_n) — 12 hours, 13 minutes before the deadline
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Underdog Stories DEMO's itch.io page

Results

CriteriaRankScore*Raw Score
FUN | Was the game satisfying to play or did it bring you joy#324.0004.000
AUDIO | Did the game have great music or sound design#323.9003.900
VISUAL | Did the game have nice graphics or art direction#334.3004.300
Overall#353.9203.920
MOOD | Did the game have atmosphere or make you feel something#503.9003.900
IDEA | Was this game super interesting or innovative#953.5003.500

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Let people know how long you've been working on the game
I folks, I've been working on this game for quite a while. I've been using it as learning tool, trying to implement all the things I wanted to see on a game. However, for the past three months I've been working on it daily, and recently my friend Felipe, joined to help me with an original soundtrack. This is just a prototype with one dungeon. Hope you like it.

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Comments

Submitted

I honestly love everything about this one! The doggies-inspired design of the characters, the graphics, the music, and the sfx 💕 I'm also really into the big puzzle and exploration feeling it has to it.

Ah... The interaction with the pinscher-char got me laughing so good, XD 

Great job!! ❤❤ O jogo tá ficando maravilhoso!

Submitted (1 edit)

Very good game! the art style and feel of the game is just fantastic! the top down graphics of the interiors including the room transitions are very well done. the sound and music is a perfect fit and all combined to match the aesthetic of the early zelda games! The story and character design are charming and i cant wait to see this game reach its full potential. Nice job!

Submitted

Well done, the game really looks great, especially the characters. I also like the interconnected puzzle rooms (the one for reflecting shots I think should lock you in, I skipped it a few times because I thought a ranged weapon was going to be found later). 

 I had the same glitch with a text box staying open too, with the dog that teaches you to dig.  And I think the player's collision was too tall, it would often get stuck on walls, and the boss' attacks would hit me way easier than what it looked like it should.  

A few small things I think would be nice would be health pick ups, though this wasnt really a problem with how easy it was to respawn, would just make the game flow better.  Also some things could probably use their own sound effects, like pushing pillars, picking up keys, etc, just to provide some nice feedback to the player.  Also maybe pillars that can move could have a slightly different visual appearance, it was kinda awkward that some could move and others couldnt.  Still great game!

Developer(+1)

Hi Jay, thanks for the feedback, just ten minutes after you played I uploaded a new version without those bugs, but thanks for reporting them. I'll write down your suggestions because I think they are great and will improve the game immensely. I've been considering how to deal with health pickups and I think I might do something like Hollow Knight or Hyper Light Drifter to give players more autonomy to manage pick ups. Thanks for playing my game.

Submitted

small game with great potential! 

Very colorful graphics and very neat visual feedbacks! 

Nice zelda like. I had a bug while I was talking to the dog in front of the trash can, the dialog window did not disappear, I had to leave the map to make it disappear.

In any case excellent game bravo! 

Developer

Thanks MaximeGammaitoni, I just uploaded a new version free from these dialogue bugs, and I feel stupid that it took me so long to find that it was something very simple. Thanks for playing my game.

Submitted

This was so much fun! I played through the whole game and wanted more at the end :D The character felt great to control, and the enemies were fair. I loved the way you did your check point system. Each time you respawned at the same location, but because certain doors stayed open or because you retained certain abilities, you could just skip the parts you had already done. This was really good!

I also wonder why you have this option to skip the story? I don't think there was a lot of story to go through, and talking to most of the people in the town is completely optional. Having this option made me afraid that there would be a massive lore dump, but that was not the case at all. 

I think the puzzles were designed very well. During the combat I sometimes felt like I took undeserved damage (especially during the boss) because of the size of the hitbox. You have this diagonally top-down look, so to me it feels I should be able to walk behind the enemy sprite a little bit without problem. However, as soon as I touched the sprite I took damage. But this is just a tiny little detail though, and might also just be me :)

I ran into the same bug ass kiddolink where a dialogue box is stuck in the screen until I change rooms. However for me it happened with the dog that told me how to dig.

Finally, I also really loved the looks of the game. The dogs were really cute, and everything was also very clear gameplay wise. The animations also looked smooth and worked really well. All in all an amazing job with this game! I really enjoyed playing it :D Thanks a lot for making it and submitting it to the jam!

Developer

Hi Wuppos, thank you so much for this detailed feedback, it made my day. I wanted to give players the option to jump to the dungeon because I really need feedback on that. The dungeon took 80% of the time spent in the production, and I really wanted to make it feel like a interconnected puzzle box full of minor challenges. I agree with your observation about the hitboxes, I might actually change a lot of things regarding that in the future. I also uploaded a new version free of the bugs you guys found, thanks for reporting them. Overall, I'm happy with the result but there are tons of things I need to learn, this was only my second game ever made. Again thanks for the feedback.

Wow! What a great game with lots of potential here! The pixel art is tight and charming. The soundtrack goes very well with the environments. The dungeon design... I must admit, it took me a while to figure out some things, but it was worth it. Very well elaborated.

I'd like to report two small bugs I found too.:

  • The dialog with Beethoven, sometimes get stuck on screen until I change rooms. 
  • The soundtrack in the boss room didn't play a second time in the beginning of the fight (YES, I DIED ONCE).

In addition, I'd like to leave some suggestions for the game:

  • The protagonist could walk slightly faster, maybe. Or how about giving it the ability to run? 
  • How about adding drops of health pickups from enemies?
  • The range of attack of the protagonist could be bigger, or the hitboxes of the enemies a little bit smaller.
  • The hitbox of the boss seems to be too big on top of the sprite, how about reducing it?
  • The blue spiders could suffer from knockback as well. Otherwise, they become too dangerous of an enemy.

That's it, amazing game!

Developer(+1)

Thank you so much kiddolink, I just uploaded a new version fixing the bugs that you reported, I appreciate that. I also liked your suggestions and I'm probably going to change the player's attack and general hitboxes soon. Other things you mentioned I had considered to implement before, but as new gameplay mechanics (run faster and recover health with equipment) and this would take some time and might even become dungeon items. Again, thanks for playing my game.

Submitted

I love the pixel art in this game -the color palette and style really look great.  The polish and camera work are fantastic and the juicey vfx are excellent.  Lot of life and interest to the world in this game!   Really awesome work on this! :D

Developer(+1)

Thanks a lot, it took me some time to get to polish the game feel but I'm happy with the result. Cheers!

Submitted

I love top-down Zelda-like games, so this was right up my street! Really nice, clean pixel art, I was a particular fan of the Mansion's aesthetic and the sprites for enemies and NPCs are fantastic. There's a lot of little details that add a really nice character to everything, like the particle effects when moving or the motion streaks on enemy projectiles.

You've really nailed the dungeon design - this felt like classic Zelda dungeons, with a really nice mix small, self contained puzzles and more large scale navigation. I really liked the hedge maze - it was a good little puzzle that felt like it really belonged within the environment.

The music fits very nicely, and I was a particular fan of the uptempo string track for the Mansion interiors.

As BerilyTeam mention below, I'd have preferred WASD for movement, although that's very much just a personal preference of mine. I think putting the controls on the game page would be helpful too

I'm also getting the crash when throwing any pot - the game provides the error code below if it's any help

___________________________________________

ERROR in

action number 1

of  Step Event2

for object pEntity:

Variable oPotNew.entityCollisionSave(101141, -2147483648) not set before reading it.

at gml_Object_pEntity_Step_2

gml_Object_pEntity_Step_2 (line -1)

Developer(+1)

Can't thank you enough for the feedback. I just uploaded a new version with the suggested improvements, including WASD controls. Also, those bugs were crashing the game so they had to be fixed. About the dungeon design, thanks a lot. It took me a loooong time to get to this version and I still find it to be very problematic. To be honest I understand why zelda games don't have too many dungeons, finding a balance is extremely hard.

Submitted

Nice game. The lore makes me interested to see more. Music is good. The art is pretty clean and I like that. Rolling animation looks really good. Using paws for hearts is a nice touch.

The game crashed when I throw the vase inside the house player spawn in. I also experienced the dialogue bug that won't allow me to go pass the white dog. 

Submitted

nice art style. I meet few bug like the popup dialogue cannot be turned off. I was hoping to see the control panel sooner, it took me a while to figure it out. A little more personal opinion: I think most PC players will use W,A,S,D to move instead of arrow keys.

Don't forget to check out the prototype of my upcoming roguelike dungeon crawler. Although it's just a prototype, it already has a lot of content. I really need feedbacks to improve my game.