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A jam submission

DeogieView game page

A day in the life of a doggo
Submitted by Dishcan Games — 1 minute, 17 seconds before the deadline
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Deogie's itch.io page

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Comments

Submitted(+1)

I love everything about this game!

(+1)

Took me a while to initiate the quest with the people, but I'm glad it did, as it gave me time to appreciate the amazing looking sunset transition.  Beautiful art and flow.

HostSubmitted(+1)

Nice feeling of location and very evident levels of polish. The missions and the actions required for them are not totally clear but it's easy to see how a little tweaking here and there would make it real pleasure to run around solving people's problems. I would really like to see it developed into something bigger.

Submitted

Pretty nice, unsure how much of the game is available currently. Was able to run and bark, but wasn't able to trigger any quests or interact with anything other than boxes. I ran into a weird issue where the running feels "sticky" maybe frame drops?

Enjoyed running all over the place. Let us know when you make updates.

Developer

Honestly not much of what I all wanted to do / had in mind, made it in time for the jam.

To interact with the quest giver / villagers (the exclamation points) you have to face them and sit down (pressing down).

Hmm! There is another comment on the running feeling sticky, Ill have to poke at that a bit more. It is just a vanilla sprite animation dropped in so I don’t know what any of that would be.

Submitted(+1)

Love the details in this: getting quests, parallax, day/night, villagers going about their business.  

Caught some mice.  Owners gave me praise.  Would Deogie again.

Coincidently, we both used the same artists for our submissions. :D

Developer

Mucho Pixels has great stuff :D

Submitted

Great potential for a bigger game! Resting mechanic can play a big role if there will be something that gives often the urge to do it. Loved the night passage btw. Keep it up!

Developer(+1)

Yup, this is more of a partially complete big game, than something that makes sense for a game jam game xD

The resting was originally gonna be more of a day/night cycle reset (quick go to bed at night) rather than just an energy recharge.

Also want to have it, where if you are friends with any villager you get different bonuses by sleeping in their “house” or in a dog bed near them

a little buggy but fun premise none-the-less. i understood stamina but didnt understand how i lost health? meanwhile, after scaring 1 mouse out of town, i chased the 2nd all the way to the left (i wanted it to dive into the water but it just hid behind the NPC?), then returned to the quest-giver who appeared indifferent toward my accomplishment :/ still, good fun. +1 if you add the itch Fullscreen button ;)

Developer (1 edit)

Full Screen button added!

I think a dive into the water would be fun. My main worry was it happening off screen, but maybe I could have it wait until the player was close.

then returned to the quest-giver who appeared indifferent toward my accomplishment :/

Yeah… quest system kinda sucks. I wanted to have a history/friendship meter. In particular, when you are gud boi, they throw you a bone or a treat (the assets are loaded, just didn’t get there xD).

a little buggy

Curious about what kinds of things you saw here! (I do have some ‘boundaries’, things you jump over… but they suck). Time to squash some bugs :D

i understood stamina but didnt understand how i lost health?

The idea was to have food as something to gain health, but it starts out at 50%… and that mechanic didn’t make it in time. I wana have bandits that come to the village with actual combat mechanics too… (Have combat actions/animations, but again im bad at scope xD)

(4 edits)

hi, revisiting now with the FS Button in effect  (thanks for that), what i took for a sort of movement bug is what i now believe to be a gallop/loping effect, instead, which causes me angst as it feels unduly sluggish as i'm racing to perform my duties. i expected purely arcade movement but now understand that it may be said galloping effect? 

another is that it seems the quest-givers must be approached from the right; when i attempt to take my assignment or otherwise communicate from the left, i'm ignored? 

meanwhile, this time thru (and i musta missed it the first time) but, once the varmint is scared into running, i didnt realize that we had to catch up to it and "kick" it out of town :) i get that now and exiled 3, nearly 4 as night fully fell mere seconds away from said kick but i dont remember any notion of kerplunk in my first run (with only 1 quest complete, then).

otherwise, yes. boundaries (and perspective) are a little difficult. for starters, an audible/visible *boink* cue when we run into an obstacle would suffice until we learn the grounds under our charge (which doesnt take long). and since i have a thing for physics, i'd like to nudge the crates down the street :)

Developer(+1)

Hmm, not sure what you mean by the galloping effect. The animation itself? The jump does give a bit of a boost in movement (I was going for a bit of a ‘pounce’), and when landing it does do a minor slow. So maybe that is what you are seeing?

The movement speed is kinda arbitrary at the moment. I was hoping for more interesting interactions where you could get speed upgrades or buffs.

And yeah, its currently set to where unless you are facing the villager and them facing you, the quest accept won’t trigger. I think it would be a lot better to just have the villager turn to face you.

I do think boinks and moving bricks would be interesting! I originally added the blocks as different ways to ‘corner’ the vermin. So there would be some strategic map ‘managing’. but it was kinda awkward. Maybe a crate delivery quest? :D