My Greedy Dog Steve by Honest Dan

https://www.youtube.com/watch?v=ktzcbvcNXgI
The Backstory: You are a retired adventurer, who after many decades of raiding dungeons and looting bosses, have opted for the quiet life. You move to a peaceful wood cabin in the woods with your newly acquired canine companion Steve.

Steve is a growing pup, and needs feeding. Whilst out hunting for puppy snacks, it becomes apparent that leaving the adventurer life behind you is not as easy as hoped. The forest is plagued with creatures and monsters - who seem hellbent on turning your retirement into a funeral.

Steve is the only one you hold dear. You must feed him. The trouble is, each time you feed him - his appetite gets bigger, and you'll have to seek out more and more food for him from the perilous forest.

In addition to this, once an adventurer - always an adventurer. Eliminating the forest of threats will reward you with experience, which in turn will level you up. However, in your old age, each level up is not what it once was. Each level up will allow you to focus your experience in specific abilities - though each of these come with unfortunate side-effects. The more you level up, the harder it will be for you to gather enough food for your growing Steve.

Can you keep Steve safe and fed? Will you keep up with his growing hunger? Or will your experience on the battlefield break you, rendering you unfit to protect your only true friend?

TLDNR: Feed your dog before he starves. Collect meat from enemies. He requires bigger meals as he grows. Levelling up and collecting gear makes you weaker. Don't let Steve down. You are his only hope.
CONTROLS: (WASD - Movement) | (L-CLICK - Standard Attack) | (R-CLICK - Knockback Attack) | (L-SHIFT - Run) | (E - Pickup Loot) |
| Windows | https://honestdan.itch.io/my-greedy-dog-steve |
| HTML5 (web) | https://honestdan.itch.io/my-greedy-dog-steve |
| POST JAM POLISH | https://honestdan.itch.io/my-greedy-dog-steve |
| Original URL | https://ldjam.com/events/ludum-dare/40/my-greed-dog-steve |
Ratings
| Overall | 308th | 3.701⭐ | 79🧑⚖️ |
| Fun | 475th | 3.416⭐ | 79🧑⚖️ |
| Innovation | 423th | 3.338⭐ | 79🧑⚖️ |
| Theme | 404th | 3.625⭐ | 78🧑⚖️ |
| Graphics | 185th | 4.162⭐ | 79🧑⚖️ |
| Audio | 361th | 3.37⭐ | 75🧑⚖️ |
| Humor | 375th | 3.324⭐ | 73🧑⚖️ |
| Mood | 371th | 3.533⭐ | 77🧑⚖️ |
| Given | 100🗳️ | 124🗨️ |
- the more you feed Steve, the worse it is as he requires more and more food after each feed.
- the more you level up, the weaker your character gets from debuffs that come with levelling up.
- the more items you collect, the more negative stats you have to manage as gear has negative stats.
Art style is very unique and pleasant on the eye.
Very neat concept and game design I think. Plays nicely and enjoyable. Thanks for the pleasant experience
Everything felt so clean, maybe one or two more frames in the attack animation or a shadow for the character would really help with immersion.
Awesome job!
However(yes, that was intentional):
Its not really obvious when steve is about to, the red bar is a little bit too small, maybe add a sound alert.
A minimap or some sort of indicator of how to go back would be appreceated.
Maybe add a way of dodging the enemies attacks intentionally(shield, roll, etc.)
Overall it was a fun game, congratz!

I like how this game gradually, but surely, keeps getting more and more challenging in pretty much every aspect. And not because it just increases the things to collect, but that pretty much every decision comes at a very heavy cost. Good weapons come along with great drawbacks, and upgrades have )somewhat unfitting) problems of their own, so it's never an easy decision to select what to level up. Specially since the Level 3 debbufs are horrendous.
But still, the game never felt unfair nor dull. I had a great time feeding that evergrowing pup and fighting the creatures in the very-good-looking world you crafted for lil' Steve.
If I have one problem, however, it's the hurt-yourself-debuff. I can take everything like dropping my weapons, loot, slowing down, attacking slower and recovering stamina slower. But damaging myself when attacking _and_ with poor health regeneration turned an interesting run into a supreme slog. I couldn't get into fights because I had to wait forever to have a reasonable health to engage without dying. I know it's meant to be an impactful debuff, but it seriously changed the tone of the game.
Still, it's one of the best submissions I've played so far on this jam. In behalf of [my team](https://twitter.com/WhalesAndGames), we hope to see what other games you make in the future. Cheers! :whale:
@moski it genuinely makes me very happy to see someone play and explore our game! yes, I agree with you - the damage yourself debuff is really harsh and makes it a bit tedeious. We didn't have a chance to try it to see how it felt if I'm honest! We could reduce it from 25% of your damage to either 1) a lower amount of damage, or 2) you can choose to eat meat collected to restore health. The second option is a nice (but harsh) solution I'd lean towards! Thanks again for the time you took to review <3 Level 8 Steve is where things get real... :D
Now for some nitpicks: gameplay felt a little of a grind, as the main character moved a little too slow for my taste. The font looks sweet, but is a little hard to read, especially the text colored in red. Would have been great with some Sound FX to go along with the gameplay, and the BGM seems especially relaxed for the action oriented gameplay. Otherwise, really cute entry!
Apart from that, I really enjoyed the game. The level ups were quite a fun nuisance, and I enjoyed choosing which debuff to get next!
Loved the game, a great time waster! Well done in such a short amount of time!
The shame is - to be true to the theme, indeed the game does get tedius and slower - but that is by design! It was very interesting in fact, made us realise why real RPG games give the player new spells and shiny things to distract them from the monotomy of repetitive quests! Thanks for trying to give Steve a good start in life.
And like I already mentioned in the stream, make me able to ride steve at the end :D would the best ending ever!
I like the graphical style of the game, and the relaxing music seemed to work well with it.
The perks with downsides are an interesting idea. I didn't like them at first, as I'm used to just progressing with my character, but they force the player to take some unusual choices: not only on what do I want to be stronger, but also on what do I need to avoid getting weaker! I'm not sure about the "big" anti-perks (like the one that makes you hit yourself, damn it!), though, but maybe that's because I didn't find enough items or stuff to try to counter those massive disadvantages (and that, in turn, may have been because of the perks I picked, which would mean it's totally my fault because of the choices I made!).
Overall, good entry! Congratulations on the good work, and on trying some cool ideas!
I'm glad you started to see the perks as intersting. Ofc, we are used to just wanting to grow our character, and get new abilities, and get more powerful etc. but thats standard RPG. This LD theme didn't align with a standard RPG, so that's why we went down this route <3 In hindsight we see that the theme approach does detract from the "instant fun" factor, but then I think the restrictions make it challenging to balance them and still compelte the game. The anti perks are harsh - the self damage has been nerfed a bit through making it possible for you to eat meat that you collect (but this in a post jam version, not available online atm).
Your feedback is really appreciated, thanks again.
If I where to give you directions for improving your game, I'd say that animations could be improved (while static graphics are perfect) and maybe to rebalance level-up debufs (movement slowing is super anoying while you can max your HP without stamina being a real problem).
@ethan-kennerly The dog does grow every time you feed him! once you get to around 5 feeds, you should notice him becoming bigger than his owner! Completing the quest doesn't unlock features, but levelling up does - these are presented to you on the level up menu.
@sgadrat thank you for your kind words, we definitely put in a lot of hard work :D We are glad you felt we brought things together well. The animations were all done with only 1 sprite as my brother who did the wonderful art was not fully available so we ahd to do our best to implement skeletal animation based on that. Balancing debuffs I agree with you, we have discussed these and are almost finished on a post jam version that addresses many bugs and issues that are present in the LD build.
It did feel a tad odd to have the perk choice pop up straight as you "levelled up" in the midst of combat, even if I can see why making that choice might make it easier to let the player know right then and there.
The art style is definitely charming, if theres any complaint on those grounds I have it would be the font being nigh-unreadable for the tiny hints that showed up over items on the ground at times! (the animations can be excused easily, with the time constraints :))
Great work, the music and the art and the game's progression definitely fit the theme.. maybe a bit too well? :D
Agree on the font, agree on the level up. For us, the level up couldnt be optional, else people could just avoid choosing a perk. Sure there was a better way to implement that though. Thanks again for playing <3
Immediately off-the-bat, I really enjoy the addition of an icon/splash screen and the title screen was cute (the instructions were very clear as well, and I dig the chill tune!)
I think the movement felt really nice and the addition of an equipment inventory was a great touch. I'm amazed by how much you guys got done given the time constraints (your talent for design definitely showed in the details (e.g. the arrow around steve's portrait, pointing the player back home)! Shout out to Dan's brother for the art too, looks awesome! I'm sure others have said this, but it slightly reminds me of Don't Starve. Oh, and cool water.
I only had a teensy gripe in that the knockback from the bear enemies felt like a little too much, but oh well :P
Speaking of enemies, the variety and designs were cool! I liked the ghosties, and defeating the big bear made me feel like a champ!
Overall, this is a fantastic take on the theme and quite an original, relaxing experience! The punishing level ups really put pressure on me get Steve fed before the timer ran out, and I had a lot of fun doing so, especially when reading the humorous "BUTTERFINGERS" floating text when the meat would dodge me (not to mention the ending of the game, but I won't spoil it for anyone)!

Awesome job guys! :) The credit sequence was sweet and I'm honored to have been included in it <3