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A jam submission

Dogwood: Cooking-Action RPGView game page

A pup who doesn't belong discovers that feeding people is the closest thing to belonging he's ever found.
Submitted by Team Soleil — 6 days, 21 hours before the deadline
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Dogwood: Cooking-Action RPG's itch.io page

Results

CriteriaRankScore*Raw Score
Art / Graphics#34.7144.714
Sound/Music#223.8573.857
Overall Fun#413.8573.857
Controls / UI#503.5713.571

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Ai Usage

Human made

If you have competed before, how has your game changed?
Download the Official-Ver file for the latest update.

What we've changed:
Graphics and sound design overhaul, controller support added, keybind support added, reworked the combat level, added an animated cutscene

Genre

Action

Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing

Other

Rating

Family Friendly

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Comments

The visuals and cutscenes were gorgeous but I was a bit sad to see it was so short compared to last year's version.
Makes it hard to give much feedback, I was really hoping to see more of what the cooking aspect would be like but alas. Either way I liked the improvements and hope to see a bit of the cooking feature in the future.

Gameplay 04:40:47

Jam Host

Hey! With FQ9 ending soon, I wanted to let you know that I won't be able to cover your game until after the event. If you're okay with waiting, just keep the game on the event and I'll be getting around to it over the next couple of months or so. :)

(+1)

Normally, I play 30 minutes of a game for FBQ9; however, as this was significantly shorter, I played through the whole thing.

I was so excited to see this game in FBQ9 after I enjoyed playing it last year.  So I was confused, and honestly disappointed by how short it was.  It essentially just gave us a basic battle overview and the opening setup for the story.  

The game is listed as a cooking-action RPG, yet none of those cooking elements are in the quest version, which, as I recall, were also not in last year's version.  The combat felt almost like a bullet hell system, and I repeatedly ran out of ammo, as the enemies were not dropping any (I could have sworn they did before?), and it drained very fast.

The graphics and sounds were all good; I just wish there had been more of the overall gameplay elements to really give a feel for what it will be like when released.

VOD link: https://www.twitch.tv/videos/2880630045?t=03h02m24s

Developer(+1)

Hi!

Thanks for playing Dogwood again this year! Just got done watching your VOD!

We wanted to have a shorter demo this year, focusing around QoL, onboarding, and combat, based on the feedback we got from FQ8. However the old version is still up for download (Archival-Alpha-Ver, which includes an early version of the restaurant / cooking).

Regarding the ammo: enemies do generate ammo, but it works through an absorption mechanic. You have to get hit by the bullets of the same color for more ammo to generate, so if you play the game like a bullet hell and dodge the bullets, you'll get low on ammo fast.

For the restaurant portion, we realized that a lot of people wouldn't really get the full impact of cooking without the story context that goes into it. We included a very basic cooking / restaurant in last year's demo, but the feedback was that the two modes felt disconnected. We're planning to continue updating the current playtest to include cooking, but only once the story is caught up to that point.

Thanks again for playing and I hope you enjoy the rest of FQ9!

(1 edit) (+2)
  • Youtube Link / Twitch Link
  • Graphics : Stylized , not necessarily my cuppa but it's completely fine. 
  • GUI : Esc menu looks a bit rough.
  • Performance : Flawless
  • Music / Sfx : 
    • Music : Generally fine.
    • SFX : Generally fine but maybe some touching up.
  • Gameplay : The bullet hell insofar is generally fine, it's a bit counterintuitive compared to most others where you need to dive into the enemies bullets to 'reload' but as the appropriate element. (Not a negative)
  • Misc Issues : 
    • 1:10:30~ locking onto an enemy can actually move the player character because the screen itself moves [resulting in the player taking a hit when they might've not have.]
  • Notes : 
    • -100 points to wooflepuff , there was dog hair in my food.
    • Some indication on enemy status would be kinda nice, HP bar, their sprite looking more injured (bandages , bruises etc)
    • The abrupt animation was unexpected and was well done, albeit short (like the demo was). 
  • Final Thoughts : Overall for what is here is fine or good , but for a game that is stated that will have more than just the bullet hell it feels a bit strange to have a demo in such a limited scope.
Developer

Thanks very much for streaming the game ^^ We'll have something of bigger scope(and aiming to be consistent with the prologue) to test in the future.
So thanks for enjoying this current version right now!

(+1)

Looks very interesting

Developer(+1)

Please download Official-Ver for the latest version.
Archival-Alpha-Ver is the version from last year.
(srry I don't know how to remove the second option ^^;)

Submitted

Dashboard->[Game]->Edit->Uploads->[Delete File]

Submitted(+2)

Looks interesting.