Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

doglessheadgames

15
Posts
5
Followers
A member registered Apr 11, 2021 · View creator page →

Creator of

Recent community posts

The aesthetic and concept are very good.

Presentation is very good considering the time. I think the gameplay needs more nuance to be compelling however.

Congrats on doing the jam!

The presentation is good and the concept is fun (60 second heists), but I do think it's hampered by the lasers where you turn the corner and are immediately dead. Unless i'm just missing something, you should give the player more of an indication to react or more time to react.

Visually very interesting. Unfortunately I kept sticking to the ground and was unable to move.

It felt very trolly which is hard to do well outside of Mario Maker and it's sequel.

Really good concept. I could easily see me playing this for a long time in a SNKRX version with some roguelike elements.

Incredible concept. I love the fact that you can't perfectly draw the map. I also just love the idea of a cartography game.

I don't think the map should be toggled. It should just be on screen as once. And movement of the ship (I assume) doesn't feel great. And the final image should be your map compared with the real one.

The biggest difficulty of making this game is creating a good scoring algorithm because 1 to 1 real map vs. player's drawn map wouldn't work well with stuff like shorelines.

Great concept though, look forward to seeing a more developed game in the future.

I think the base concept of weighing down the character is really good. I can imagine a roguelike where you have to decide what to toss depending on the situation being really neat.

The music is a little too intense though.

I didn't realize what stacking did until a few turns in, but it seemed like an interesting idea. I always like when people take a classic game and add a rule change or two to really shake it up. It is tough to see how much it would change or if the change is good without playing it a bunch but it's a neat idea for sure.

I liked the characters reacting to taking pieces, that adds some personality. I might keep them on the board at all times though, that way you could have them react to each move and also to who was winning overall.

I also think that making the board taller and/or adding bouncing off the wall if you had more than one movement might be cool additions.

Anyway great job and congrats on finishing!

The connecting power ups was kind of neat, though I couldn't figure out what the did really (were they just a shield).

Like other people have said, speeding up the game would help it out, as would having either a charge shot or just having the character shoot all the time. Obviously additional powerups would be interesting as well.

One time my WASD controls just sort of stopped working and also at some point connected to an enemy powerup through my regular powerup. But I'm not going to fault a game made in 2 days for having glitches.

Anyway, good job and congrats on finishing!

Overwhelming was what I was going for but I think it ended up being a BIT too much.

Thanks for the feedback!

All these are good ideas.

My initial concept was much simpler and easy to play, but way less fun. By the time I finished the game in its current state, I didn't have enough time to go back and change things up.

I agree that it's definitely too overwhelming in it's current state. It was meant to be somewhat intense, but it's a bit excessive.

Thanks for the feedback!