Play CyberDog
CyberDog and the Search for Master's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Story | #47 | 3.714 | 3.714 |
| Music | #129 | 3.476 | 3.476 |
| Overall | #296 | 3.143 | 3.143 |
| Aesthetics | #306 | 3.286 | 3.286 |
| Fun | #316 | 2.952 | 2.952 |
| Mechanics | #386 | 2.810 | 2.810 |
| Sound | #470 | 2.238 | 2.238 |
| Theme | #478 | 2.667 | 2.667 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game in total?
1
Did you use any existing assets? If so, list them below.
Some art and sound made before jam started, but all are my own work.
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Comments
Cool idea and I really like the presentation! Had a bit of a *ruff* time with the platforming, though. In particular, vertical jumping is very challenging as is. The dash is also pretty sweet and I enjoyed using it a lot. Thanks for sharing!
I like the music, and the weapon effects look cool, but I mainly just spam the dash over and over. The platforming is hard, but I realized I don't actually need to jump onto the platforms at all unless I want the dog to meet its master, of course. Even that was unnecessary, though, since I can still win the game without doing it.
Thanks for playing.
There is more than a bit of work needed to get it to where it needs to be, I wasn't able to put as much time into it as I would have liked, but it is playable(?) Sort of.
I really love the variety of skills! :) Here is a bit of constructive feedback to help make it even better:
Overall, it's a very promising project. Great job!
Thanks for playing.
At the end I was a bit short of time so I wasn't able to round things off as nicely as I would have liked, thanks for the feedback.
It took me a while to find the master, but it was fun exploring the world. Great job with the music and the dog is very cute!
I'm always bad at these platform-jumping games, so whenever you had a screen full of platforms, I would fall straight to the bottom! 😂
Like someone else mentioned, I fell into the "void" and then ran to the left, which seems to be kind of a shortcut to where the master is. I never did find him the "proper" way. LOL
Thanks for playing.
This is the first game where I focussed on trying to make a full soundtrack rather than just 1 or 2 bits of music. I got lucky in the theme for the jam because I game up with the game idea in preparation for the jam and started creating assets before the start of the jam. A lot of that time was spent on the music.
As for the shortcut, the door to no where wasn't really supposed to be accessible, but by the time I realised I'd forgotten to close it off, I didn't have the time left to fix it.
I know the controls need refining to make the platforming better, so I wouldn't suggest it's just you ...
wow i really like it!
Thanks for playing.
Great little game! I eventually found the dog's master but at that point I wonder if i was lost or just that you haven't done the next level? I opened the door to the right of the dog's master then fall to a really big empty space.. not sure ... Hey but like the game. I think you can tweak the jumping a bit. I know it is cyberdog but for some reasons feel jumping it too much particularly in small hall ways always bumped dog's head against the ceiling. Maybe add an obstacle detection above the dog so when it is near the ceiling, the jump slowdown and put the dog back to the ground then this way when you need to jump high you can and in the hallway it will be smoother i think. :)
Thanks for playing.
Character+Door+Empty is not the master or end of the game. That's where you talk to the character and get told to double back ... There's a second path to take to carry on.
By the time I realised I had forgotten to make that door not work, it was too late to fix it.
I get your point about the jumping, controls are an area I know I need to improve and I will try to remember this point when I get around to doing more with this.
Cyber doggo (>;o;)>
Neat game with quite a few different abilities to use, very nice.
During the section where the investigator tells you to turn around I uhhhhh, simply went past and opened the door. I exited the map and re-entered and skipped who knows how much of the level. Then I found my way back in and won :D
A few people seem to falling into the void.
It was an error on my part, but I'm thinking of eventually hiding an easter egg in there ...
Thanks for giving it a go.
What a cute little story! I loved the dog and his run cycle animation. I think a big improvement would be not losing momentum after your first jump when you start sprinting (also a dedicated sprint button would be nice, but I can understand if building momentum is an important design decision). Also, I dont think I was taking any damage; definitely need more threat! Good job!
I created a very rough state machine to handle animations and movement, but it needs work as it's not very well refined.
Health and damage was planned but I ran out of time to implement it fully, most of my focus was spent on experimenting with music, music transitions and the dialogue system, and in the end I ran out of time.
I'm pleased so many people like the dog sprite, all the animations are only a few frames each, and only 32x32 pixels, so I tried to make the animations as close to how a dog moves as I could. My nutter of a dog is always wanting to play, so I have good source material for how a dog moves.
The dog is so cute! I was able to go through the door behind the investigator and fall into an empty void, but I managed to make it back and finish the game. It was a cool idea to have different abilities with different costs. I enjoyed my time with it :)
Thanks for playing and making it to the end.
Did the bits at the end work ok? Wasn't able to fully test the final cutscenes before submitting.
Nice music and art. Cute dog.
Some sound effects would've really helped pull things together. I ended up ignoring the investigator and falling off the map. Ooops!
I really like the dog as main character. Neat idea.
Thanks for playing. I ran out of time for doing the Sound Effects, and the spot with the investigator, after realising I never made the door there unopenable, I was thinking of maybe turning it into a secret area, but again, time.
I feel ya on that.
Fun game! Getting lost was part of the charm, and the zone structuring with horizontal AND vertical movement components/ability is very nice!
With the original idea having a spot where you double back, and a desire to have map that didn't extend 300,000 pixels, I needed more than 1 dimension for the map design. The idea was supposed to be; Apartment to Street Level, Metro/Underground to Downtown, Downtown, Double Back to Mall, Mall to Power Plant, Power Plant to Basement and Tunnel, Tunnel to Research District, Factory to Lab to Game End.
So where you go down, you go down more than you go up, allowing for the horizontal space to be better used.
Great music and graphics. Got totally lost on my first attempt, but completed it on my second.
Thanks for playing, glad you enjoyed it.
I really enjoyed it! I wasn't sure what I was doing but I ran like the wind and jumped on the spider looking creatures to use them as platforms, lots of fun! And the dog is super cute :)
It's basically run until you get to the end.
my main experimemts were the dialogue system and the music, so the gameplay is pretty basic and unrefined.
Very charming game, it reminded me of retro platformer i played as a child. I didn't like the movement, doesn't feel fluid for me but a fun experience overall (discharge is absolutely OP and i love it). :)
The discharge ability is somewhat OP, I wanted an ability that could clear the enemies around you.
I was hoping to creat spawners that would constantly add enemies to the areas, but didn't get that far. And having at least 1 enemy type that can fly meant I needed to include a way of dealing with them if they became too numerous.
Due to cut content it kind of lost its purpose but I liked it so I left it in.
Cool game! I like the idea of the game and I loveeee the dash. I do find the movement a bit awkward at times though like as an example, the walking to running feels a bit stiff. The art is pretty cool and I love the cute dawg! I wish there were more feedback in terms of attacking, getting damaged, etc but other than that, still a solid submission! Great job!
All your comments are things I had planned to get in, but time escaped me. In the end I didn't even have time to do a full play test and test the ending.
Thanks for playing.
Played the game and figured out how to use abilities, move and jump. I tried out a few different abilities on the doors and enemies and the only one that seemed to make a difference was the dash which made me super fast. I wasn't sure what the cannon and discharge were doing exactly besides make cool particles. I ran into the enemies and hit F and they would disappear, same with the doors. I dashed all the way into the mall and then there was emptiness. I like the dog sprite and the music is pretty nice.
Thanks for having a look.
I noticed during a brief playtest after upload that the effects cause a bit of lag on a web build.
On my own machine, the different abilities work similar to the Dash, but without the speed boost. Doors and interactables rely on the Ability button. Suffice to say, I didn't manage to get all of my planned features in, or even get to refine what I managed to build. The only interacables are the TV, a couple of terminals and a couple of characters. I had a great vision, just not a great time balance in this jam.
The movement and platforming can be a bit difficult, but charming concept!
Thanks for having a look.
Dog as protagonist. Game is an instant banger. Really enjoyed the game, only the platforming need some improvement. with the dash it was manageable, but definitely not the strong suit. Maybe some health to “punish” reckless behavior. But still fun
Thanks for the feedback, I noticed with a quick test that the particle effects lag on HTML build, not really used particles before so wasn't sure what to expect. There's a lot more that I wanted to do, but I didn't have as much time as I thought I would in the end, but I really wanted to make a game with a bit of story, between that and making a soundtrack rather than just a song or two were the big experiments for me. My own time constraints however meant that the majority of other systems were rushed and unrefined. I did plan health and damage, among other things, even roughed out the UI elements, but wasn't able to get so far as getting it all coded and hooked up.
I would say you prioritized correctly. For only 10 days there is only so much a person can do. And getting an enjoyable game out of it is an huge achievement. Everything else can be done afterwards
I felt like I clipped out of bounds after I fell but I was actually on the right track. I think if there wasn't the giant area to the right it would be easier to tell where to go.
I had planned to include information terminals that would have broadened the story and given extra information, including the possibility if a map, but I didn't have enough time spare to get it included. The planned way of going from the start to the "ground" level was going to be done using a lift as a transition between the 2 areas, but I needed to rethink that when I realised I woukdn't have time to develop a full cutscene system as well as the other bits. The descent down the side of the building was a compromise.
Thanks for looking though.
I like the effort put into the "cinematic" dialogue stuff (the framing effect and everything)! I got a bit lost on the big map, maybe a minimap would help? Cool game!
I thought about a minimap, but with a pretty big scope already, I didn't think I would be able to get it included in time so didn't bother this time. I was already including a few experiments into this game, any more and it would have been more of a mess than it already is.
The cutscenes were manually done and kept simple, show/hide sprites, show/hide screen textures etc, and timed or triggered to work together. I was wanting to try and create a cutscene system, but as time progressed I had to rethink that idea, cut the number of scenes down to the minimum and forget about a full system.
While the dialogue system works, it's missing a couple of features I wanted to include, like options or branching on the user side, and a better way to load or configure dialogue in the editor.