I love the short little rising percussion fx in the music - almost sounds like an 8-bit bark to me, pitched-up or from a small dog.
I guess I'd call the music "dog techno"? hahaha
The only thing I have any feedback on is the damage values. Tennis ball hits harder than the dog & can be spammed faster (even if you recall before each shot, which you don't need to) so the dog doesn't feel like the main thing here, but more like you're knocking the mailmen out with tennis balls and the dog is just kind of helping.
Excellent job! This is loaded with good details, like being able to pet the dog, the screen transitions, the faux-Z-axis that lobbed mailboxes use, and the conveyor belts. Using the dog as a weapon by marking enemies is very unique and intuitive! The enemy attack patterns are also cool, the boss fight at the end particularly was very dynamic and kept me on my toes.
I also very much appreciate the introduction sequence and the stats page at the end, they really help a lot with giving the game a distinct start and finish, which makes the whole thing feel like a very complete experience.
I think it would be cool if you could bounce the ball once off a wall, to be able to hit enemies from behind corners and to open up interesting options with how you dodge.
I also think that enemies would benefit from being faster and having less health. I played the game on Normal and the challenge level was interesting when many enemies were on screen, but by the time you get to one enemy left, they present very little threat yet still take a while to KO. If enemies were faster with less health, they'd be able to still be a threat even when one is left without making cleanup take too much time.
Other than that I don't really have any other suggestions, this is a very solid game!
Hey Minty! Thank you for the thoughtful comments, it means a lot for you to see and appreciate the finer details that went into this project. We both agree with your suggestions. We're planning on working this into a mobile title and will definitely keep your comments in mind. Thanks for playing.
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This game is really fun!
I love the short little rising percussion fx in the music - almost sounds like an 8-bit bark to me, pitched-up or from a small dog.
I guess I'd call the music "dog techno"? hahaha
The only thing I have any feedback on is the damage values. Tennis ball hits harder than the dog & can be spammed faster (even if you recall before each shot, which you don't need to) so the dog doesn't feel like the main thing here, but more like you're knocking the mailmen out with tennis balls and the dog is just kind of helping.
Honestly, though? The game's still really good.
Thank you again zkassai for more kind words :)
We do plan to revisit this game and expand upon it, the feedback is wonderful. So happy you enjoyed our games.
ngl this game is a lot of fun
Hey thanks so much! We are slowly working on a full version of this game :)
Amazing job, you two! So glad I finally found some time and space to dedicate to playing this game. It's been on my "must play" list for a while.
Of course, take your time with it, but I'll be here ready and excited for the full release!
You're way too kind David. I guess I need to get back to working on it! Thanks so much for trying it out.
- Zane
really smooth game
I love simple games like this. Love the pixel art too.
Thanks for the kind words and making a video playing our game!
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nice prototypeExcellent job! This is loaded with good details, like being able to pet the dog, the screen transitions, the faux-Z-axis that lobbed mailboxes use, and the conveyor belts. Using the dog as a weapon by marking enemies is very unique and intuitive! The enemy attack patterns are also cool, the boss fight at the end particularly was very dynamic and kept me on my toes.
I also very much appreciate the introduction sequence and the stats page at the end, they really help a lot with giving the game a distinct start and finish, which makes the whole thing feel like a very complete experience.
I think it would be cool if you could bounce the ball once off a wall, to be able to hit enemies from behind corners and to open up interesting options with how you dodge.
I also think that enemies would benefit from being faster and having less health. I played the game on Normal and the challenge level was interesting when many enemies were on screen, but by the time you get to one enemy left, they present very little threat yet still take a while to KO. If enemies were faster with less health, they'd be able to still be a threat even when one is left without making cleanup take too much time.
Other than that I don't really have any other suggestions, this is a very solid game!
Hey Minty!
Thank you for the thoughtful comments, it means a lot for you to see and appreciate the finer details that went into this project.
We both agree with your suggestions. We're planning on working this into a mobile title and will definitely keep your comments in mind. Thanks for playing.
-Zane