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Doggy Dog World's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Uniqueness (Originality of the game) | #1 | 4.671 | 4.671 |
Fun (Overall enjoyment) | #2 | 3.929 | 3.929 |
Balance (Speed of the game) | #2 | 3.629 | 3.629 |
Theme (How well the game fits the jams theme) | #3 | 4.300 | 4.300 |
Ranked from 70 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Genuinely, thank you for this game. It's the first one I've plain this jam that even comes remotely close to fun, and it is actually rather fun. The game is perfectly balanced too. Don't know how this could be called slow as others have been saying, but I suppose I could be being influenced by just having played through two multiple day long slogs, but for me, it was a fairly short game always with something going on which fit it's more active incremental style. It's really unique which is a nice bonus and although I feel like playing god is distinctly different from alchemy, the transmutation circles are enough representation to say that you did decently meet the theme
A bit too slow for my type, BUT THE DRAWING MECHANIC AAAAAAAA SO GOOOOOOOOOOD
Easily one of my favorite games this time around. Everyone loves watching progress bars fill up, and getting to fill them up by drawing with your mouse was lovely. Well balanced, and a good sense of humour.
I really enjoyed the imagery of linking all the circles together for a chain of resources! Also, watching our dog friend draw in glyphs was very satisfying. I think having a function to upgrade glyphs or automatically re-make them would cut don on some of the strain. Good Work!
Unique concept, but could use some automation upgrades for players who aren't great with precise mouse control
Balance is pretty meh, was pretty slow and active all the way long. However it does somewhat make up for it with a few jokes here and there.
The game wins in uniqueness, it ramps up the concept of "buildings" in traditional incrementals to something new. I wish the fact that you didn't need to hold down to draw could be explained earlier though, and that the costs were easier to see.
Themewise it did ok- Maybe not too "traditional" of an alchemy perspective but it does have transmutation so whatever
I really wanted to give 4 stars on fun, but the pace just didn't do it for me.
I like the uniqueness. It was super fun although the drawbacks.
The drawback is that the game has a slower pace and you need resources but there can't be seen numbers or production. So that I would improve
This one was super fun, but a bit hard on the wrist. I have accessibility issues, so it's nice that the doggie managed to fill in all the lines I couldn't.
Some things I will suggest without playing through all of it:
- Having a dropdown instead of a slider. Could imagine the slider might get somewhat annoying with more elements.
- Allowing the player to see the total resource change over time, given that we can already see them for individual machines.
- Giving more space for the player to draw to make errors.
- Speeding up early game a bit- it seems to be quite slow and without new development.
- Really wishing this game would have delta-time calculations as well.