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(+2)


haha, my review will be more toward audio. using audio as the gameplay was a very nice touch! I like how there's a different quack sound depending on what level of your urge is. Sometimes I would hear the sniffing of the dog even when Im on the opposite side of the map which makes me wonder if the dog can teleport or if is there a bug. The music is great fits the game very well, it would have been interesting if there was some sort of processing to the music when the dog was very close or even chasing you. The quacking sounds are so cute! 

as others have said the gameplay was pretty simple especially since the spawn was so close to the hunter's gun, would have had nice variety if the spawn and/or gun was in random locations or levels with different types of animals/obstacles. with that said I really enjoyed playing it for what it is, great job! 

(+1)

Thanks so much for playing and providing feedback! The dog sniffs whenever he begins patrolling, but I forgot to spatialize the sound properly, so unfortunately it is audible map-wide. Agreed about the music change! We'd planned to change the music based on whether the dog was alerted or not, but wound up not having enough time to fully implement it.

Appreciate your thoughts on the gameplay! It definitely ended up being too simple. I have a bad habit of leaving level design until far too late in a jam, and then scrambling to put something together. For this game, I'd also completely forgotten to account for obstacles/pathfinding with the dog's movement, which certainly didn't help! Absolutely going to focus on planning and executing level design much earlier in the process in future jams!

And really glad to hear you liked the quacks :D

Thanks for the compliment on the music! I agree on the additional processing, I would like to implement some interactive music on a jam in the future!