Skip to main content

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

Hot Dog Bob

25
Posts
10
Followers
A member registered 19 days ago · View creator page →

Creator of

Recent community posts

I'm very happy to hear you enjoy the game.

I also couldn't agree more with your comment on the game balancing, and it's something I wish I had a bit more time to spend on, and is definitely one of the first things I would want to improve. I think you're right about the dragon being overpowered, though I feel like it may be that monsters with high attack are significantly more powerful than the others, and is something I would need to consider in the future.

I'm sorry to hear that you had issues running the game. I had wanted to have a web version but was running behind and didn't have time to get that sorted out. 

I'm glad that you like the visual style of the game, as I felt that was a very important part of this project. As for visual effects, I fully agree with you, and I would have liked to add visual effects and potentially attack animations to combat, but ultimately decided that it would have to wait as I didn't feel I had enough time to add it in.

The game was quite enjoyable, though I feel like it could benefit from some sort of transition between levels. I also feel like the hitboxes might be a bit too small as I had trouble hitting things quite a bit, especially the coins.

A neat concept, though it does seem a bit easy currently. It would be interesting to see it expanded with more levels that have different loot and guard layouts.

The guards didn't seem to do anything, which I imagine is not intentional. Also, the mouse cursor didn't appear when I opened the menu so I had to close the game manually when I was done.

A simple but fun game, it will be interesting to see the idea expanded on.

Also, I noticed that the info box that you can open up on the side of the screen appears behind everything else, which makes it hard to read and close.

This is a fun little game with a great concept, though it starts to become hard to choose specific foxes as you get more.

Fun concept, but I feel it would benefit from more levels.

The concept is interesting, but the game seems a bit too difficult due to the player being unable to dodge when trying to shoot, but not always being able to shoot. I was also able to just dodge past the enemies and make it right to the boss.

I had a bit of trouble clicking the coins at times, that could have just been me though. I also didn't expect tails to be added as quickly as they did, which made things more interesting.

I think I have to agree with what others have said about the randomness seeming high, but I think the problem might be more in the presentation, as the game feels as if it's presented as though strategy is key, when in reality most of it is just a gamble, as I felt just brute forcing it through using only one tool to find the foxes to be the most effective.

The game crashed both times I tried to play it after a few waves. The game seems interesting, but currently seems a bit too limited.

Shooting doesn't feel that great, as it's hard to aim and there's no sort of feedback when firing or hitting something. The buttons are a bit hard to press, also you still fire the gun when clicking buttons on the HUD. I'm also not sure if the coin spell is useful as the game doesn't communicate anything about it to the player.

The healing spell also seems a bit too strong currently as you can simply wait for it to be off cooldown before starting the next wave. One way to mitigate that could be that have the next wave start automatically after a certain amount of time, as well as not letting you use spells between wave.

It would also be helpful if the upgrade gave some indication of cost, as well as if it's maxed out or not.

Overall, there's a solid base here, but it seems it could do with some more polish.

This is a pretty neat little game, and the art style is pretty good too.

This game is a bit hard to play as its very difficult to aim and there's no indicator of the range of attacks. I also feel matches drag on for a bit too long.

Very interesting use of the limitation, as it changes the way the level is completed. It would be interesting to see how the game would be if further expanded.

One thing to note, collecting a coin before the coin flip animation finishes prevents the next animation from playing.

The lack of sound is a bit disappointing, and I also find it strange that the menu is in a different style than the actual game. but aside from that it's a fine experience.

After a few tries I figured out the game and managed to beat it. I found that saving multipliers and extra coin cards for defense and mainly using damage cards to attack allowed me to actually have the defense needed to survive attacks in the late game.

Overall, it was an enjoyable rougelike.

This is a pretty cool minesweeper-inspired board game. It took me a bit to figure out what the EMF reader was for, and I'm not exactly sure how the artifact detector works.

I think it would be nice to be able to go back to an already flipped tile, or mark tiles that you think a ghost might be on, as well as a way to quit or restart the game

It's a nice little game, though some indication of the goal at the start would be nice.

I am curious however, if you had time to implement the limitation, how would you do it?

I really cool spooky game, my only complaint is that it isn't longer.

Additionally, clicking through the dialogue too quickly can cause it to overlap.

A very enjoyable game. I managed to buy all the cards and make it to round 200, as I found focusing on health early on helps in having longer runs. It wasn't clear at first if luck was having any impact, but did become very clear once it got higher.

It wasn't really clear what shuffling the deck does though, and since that was the only thing to use luck on, it becomes almost impossible to lose at max luck I feel. Additionally, I feel like the special cards should have different prices, as some seem to be stronger than others. I also felt like felt like the price to buy health was a little too high as you can easily gain health just through playing, if you choose to.

Overall though, its a very solid card game.

It has a very interesting atmosphere and aesthetic, but that's all it really seems to have as I'm not sure what actually is happening or what I'm supposed to be doing.

If just a bit more information was conveyed to the player in-game I feel that would be a large improvement.

The concept and use of the limitation are very interesting, but I feel as those the information presented in game is sorely lacking. It was not immediately clear to me what the controls were, and I'm still unsure of what would result in me being caught, as well as what the coin flip is affecting.

Thank you for your feedback. Game balance is an area of the game that I feel needs the most work currently, but I unfortunately didn't have as much time as I would of liked to continue testing. Potion crafting was one of the last things I implemented, so it probably suffered from this the most.

Regardless, I'm glad that you enjoyed you're time with the game, and will take your feedback into consideration when revisiting the project.

Thanks!

Incredibly sorry for the late submission, I vastly underestimated the time crunch as this was my first actual game. Here is the link: https://hotdogbob.itch.io/guardian-of-the-deepwoods