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Hot Dog Bob

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A member registered 49 days ago · View creator page →

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Pretty neat game. I liked that every level and monster had a different mechanic. I wish there were more levels like level 9 though, I feel like that's the only level that really uses the limitation in a cool way.

The audio was VERY loud for me though, and it startled me at first because of how loud it was. Even with my audio turned down almost as low a possible, I still feel like it's kind of loud.

The location is random, part of the challenge is locating the portal.

Unless you're talking about not knowing what the portal looks like, because that may not be clear at first.

This is a really neat premise, a bit quick, but there's nothing wrong with that. It almost feels like a life lesson to be careful where you sneeze. If you wanted to add more challenge you could consider making the house more cluttered, or having some items that make you sneeze more frequently.

Pretty neat puzzle game, but I feel like I need more of an indicator of where I'm going to drop the current piece because I kept putting it in the wrong spot.

This is a pretty cool idea. I beat it on every difficulty except impossible, since it's impossible. The way the worm moves in impossible is what I thought the whole game would be like, but after trying impossible I'm glad it's not. The difficulty curve of the worm getting more wiggly is a cool way to implement difficulty though.

Cool concept, but I couldn't ever get past 6 or so because the food and water would always get bugged around that point. I do find it weird that hunger is a thing since you're eating other monsters, which I feel like would replenish hunger.

If I didn't keep encounter that bug, the game would have been fairly enjoyable.

Really cool physics game with some pretty great art too. I liked that the puzzles could be solve in a lot of different ways, and you don't even need to use every tool at your disposal. I think only used all the letters in two of the levels. In the last level I noticed that I could use the A to clip through the walls, but because of the way the game is presented, it didn't feel like cheating or unintentional.

I'm glad you enjoyed the game. The cheat was intended to let the player play around with the different options and builds without having to grind for it, so I would say you used it quite well.

This has really good atmosphere. I was actually spooked the first time I encountered the monster, and I really liked the tension of waiting in the dark until I no longer heard anything.

My only complaint is I don't see how the limitation was used?

I couldn't really figure out the timing on the parry, it felt like the window was shorter then the animation which just felt off. I also was confused by the hitbox of the parry, since sometimes things just flew by me, but it could just be the sword being so big that threw me off.

The randomness and bouncing platform are interesting ideas, but it unfortunately doesn't seem to work well here. Sometimes things would spam so close I would be hit before I could even do anything, and other times I would just sit around waiting for something to line up so I could do anything.

A game about parrying is a cool idea, but I don't find it very enjoyable currently.

Solid base, I enjoyed my time with it, though the battles did drag on a bit at first. The damage increase and fireball chance increase carrying over from previous battles is weird, but I don't think the game would be beatable if it wasn't the case, and did lead to some strategy, so I guess it's fine. Not a fan of the sound effects used though, it feels less goofy and more so just meme-y. The UI is functional, but it's a bit small and could definitely use some more polish, and I would of preferred if I chose an attack first then the target.

The game is surprisingly well balanced, it doesn't feel too hard but I do have to employ some amount of strategy to win, and every party member felt like they had a role and they fit into it well.

Overall, I enjoyed this a lot more then I thought I would at first, and with some more polish it will probably be a pretty great game.

I like survivor-like games, so it's pretty cool to see one here. I don't like the enemy scaling though, it becomes very impractical to keep up with near the end. I like the use of the limitation, but it doesn't pair well with how small the XP is and the fact the the XP despawns after sometime. The XP really needs to be a bit bigger or easier to pick up.

This reminds me of the game Element Merge, but with a good art style and a lot less elements. (which is probably for the better) I really liked how the different elements interacted with each other, like how so many things were scared of fire. I did manage to 100% it, but I do feel like it becomes trial and error once you start to get a lot of elements.

 Being able to see what elements I can make, but not being told how to would allow me to try to think of what elements I need to combine to create them, instead of just trying different combinations until something happens. Or instead of that it could be that the game shows when an element has no more new combinations it's a part of, so it narrows down what elements I should experiment with.

Regardless of if you consider the suggestion or not, the game is very good and quite enjoyable.

I had a hard time figuring the game out first because of the clunky camera controls, since it wasn't clear at all that moving while holding RMB would pan. Once I figured that out it was a pretty cool game, but the camera controls definitely made it harder. Throwing the gramophone off the edge stopping the music was a nice touch. I did find it a bit weird that you could control multiple objects at the same time, but mainly because it was unnecessary.

Overall though, I quite liked it.

Sadly I found this more frustrating then fun, which is disappointing because I liked the concept. It felt way too easy to die, especially to something just rushing you with no time to react, and that EVERYTHING was a monster. Having more then one hit would do wonders in making this more enjoyable though. In the end, I just resorted to spinning the flashlight around in circles, which seemed to work.

I like what you have so far, but the lack of a (clear) goal means that there's little incentive to play for very long. I liked being able to bring things to life to defend or gather, but the way you control them could use a bit of improvement.

I would have liked to be able to have my minions set to follow me so I wouldn't have to click so many times when I want to take someone with me somewhere. I would also like it if you could set them to either attack, gather or do nothing, so if they're moving I wouldn't have to click again to have them attack or something.

Showing all the recipes in game even when you don't have the items might be helpful in figuring out what to do as well. Having tooltips or some sort of description of what items do would also be helpful.

I'm also not sure if I was using the soul powder right since I never got it to work. I would stand next the the skull left behind when you kill someone and select the soul powder and try to use it like mana powder, but nothing ever happened.

Thank you for your kind words.

Thank you for your kind words.

Thank you for your kind words. I'm actually a bit impressed I managed to pull it off myself. I initially had thought I might not get everything I wanted in, but somehow, I did.

I'm pretty sure I was attacked, but I guess I didn't take any damage or something?

Really cool idea for a puzzle game and fairly well implemented. I did see one of the humans teleport through the wall at one point.

If you ever expand this with more levels, I do think you would need to move the levels to a different menu. Maybe turn the current spot with the level select into a button that takes you to the menu with the levels.

A simple but really cool premise that you implemented very well here. I liked that you could choose how the game became harder, but I feel like more monsters quickly became the best option since eventually you just have all monsters. 

The music is good, but it's a bit jarring to transition from day to night.

I do feel like it needs to be made a bit more clear what was and wasn't a mimic, since the giant red x covers up most of the sprite, and the selection screen covers up a good portion of the screen as well, it's hard to tell.

This is a cool idea for a game. It desperately needs a score system or a timer until you move to a new level or something. Maybe a counter that goes up every time an eyeball gets eaten, or a clock that shows how long you survived. Or instead it could be that survive for so long and you got to the next level where there a more things happening.

I really like the idea though and hope you do something with it.

Some of the procedural levels were really hard. I'm glad that I was able to exit back to menu and load a new one so I could actually see a lot of different levels. I really enjoyed this puzzle game.

It's a solid base with decent controls, I just feel it's too reliant on random chance. When I win it's only because I got a good pattern, and when I lose it's only because I got an unfair or straight up unwinnable pattern.

In the first level, the tv making the whole screen white is good, but not being able to see the flower's projectiles makes it too easy to die to something you can't see. If you could see the flower projectiles, I think that part would be fine.

The second level is straight up unwinnable a lot of the time it feels, as there were situations where it took too long for another plate to come out so I would have nowhere to jump. If the plates came out a bit more frequently so there aren't as many large gaps it would probably be a lot better.

The quick restart and the fact you don't have to start completely over are great though. I didn't make past level 2 though, as I felt it would take to long to get good RNG to be able to win, and I found it less interesting than the first level.

If you tweak the randomness a bit this would be a solid game though.

Not the most original idea, but it's a good place to start. The controls were confusing at first, but I eventually got the hang of it. I think part of the problem was the background moving, but it also made it a bit interesting. The fact that the eyes move around and bounce off of the worm's body is actually very interesting.

This game seems very solid and like a complete experience, and I quite enjoyed my time with it. The tutorial seems well implemented, though the dialogue box can get kind of big, and it can take a bit too long to disappear sometimes. Having someway to advance the dialogue once you're done reading might help. I also found I was able to go to sleep before reaching that point in the tutorial, which is something that I feel like would make more sense to only be possible once you reach that point.

I was never able to take any of the drugs though, but I also never reached a point where I had to either. I'm not sure if this was a bug or not.

The thing that hurts my brain is just the way the movement works. The controls are technically on cardinal directions but because of the isometric view it looks like it's in a intercardinal direction, so it becomes confusing what direction I'm moving in because I don't have a clear frame of reference what's up and what's left and so on.

The first thing that comes to mind would be mouse/cursor based movement. Either you click the tile you want to move to, or you could use arrows or maybe WASD to move a marker to where you want to move and then press a different button to move there. I would suggest looking at other isometric games and see how they handle movement to come up with your own ideas on how to tackle this problem. I believe they handle it in similar ways to what I've suggested, but actually seeing it for yourself would probably be better than me trying to explain it.

I hope this helps!

The game is very enjoyable, but I feel wave 7 of level 2 is too hard. It feels like you don't have enough time to have any sort defense for the amount of the tanky enemies that gets sent out.

Interesting core concept. The controls hurt my brain though.

It was not clear to me if I was doing damage and at first I thought the health bar was for the boss. The game is fine enough apart from that.

It seems neat, but it was not clear to me what I was doing when I first started a battle and had to choose a monster. It's also not clear to me what dance types are good against what monsters.

Really great art and good use of the limitation. The transition to the next stage is a bit fast for me though. I did encounter a bug in the later levels where I couldn't pick up the small circles after putting them down and had to restart.

I was able to play the game by zooming in the page a bit in chrome, but you should probably adjust the settings for viewport dimensions to be the same as the game. The art looks greats, and I enjoyed the game at first, but the later levels really started to lower my enjoyment. There are a lot of jumps in the later levels that just seem unfair, and the button mechanic doesn't seem to work right. It breaks whenever you die and you have to reload the entire game, and when it does work I feel like I don't have enough time to get to where I need to be.

I am glad that you put in a level select and included the cutscenes, as it allowed me to experience everything the game had to offer, and the story was actually pretty good.

Yeah, the cheat was added in case the soul gain was too slow for people. I think you might be the first to actually notice it though. I will probably have to tweak the amount you gain or the amount it takes to level up and unlock things in the future though. Thanks for your feedback.

The enemies not moving when you shine the light on them is a cool concept, but dying being the only way to progress is a bit counter intuitive with how the game is presented. At the very least, it should become impossible to survive once the yellow bar reaches the end. The lamps also should lock in their position as soon as the warning appears. There were some times I went to dodge the lamp but it would spawn closer to me than the warning was.

The audio is WAY too loud. The concept is kind of neat but the lack of feedback when hitting something made it hard to tell if I was actually doing anything most the time. The enemies with the AoE attack are also next to impossible to defeat because of how small the player's range is.

This is a very clever game. Only problem I had was the camera combined with the controls made it a lot harder than it should be.

I really like the idea, especially the visual indicator for the sound. My only problem, and this could just me being unlucky, is I kept running into scenarios where multiple objects moved at the same time as the noise, but there was no way for me to tell which one is the chimer.

Art is good, though I feel like you could convey the limitation a bit better in the enemy design. The gameplay is fine but suffers a bit from the way enemies spawn and how fast they are. The enemies seem like they have mostly static spawn points close to the player's starting location, and they move so fast that if they get close to you you're basically already dead. I was able to go into a corner so the enemies only came from one direction which made the game a lot more possible to beat.

Could do with a bit of music or sound though.