Appeasing the Quadopus by dk5000p
Play as a dwarf who has nothing in life. Defeat the food in order to feed the Quadopus and acquire gold.
Controls:
Move: A,D or Left, Right Arrow Keys
Jump: Up, Space, or W
Throw Pickaxe: X


Ratings
| Overall | 460th | 2.809⭐ | 57🧑⚖️ |
| Fun | 322th | 3.064⭐ | 57🧑⚖️ |
| Innovation | 466th | 2.418⭐ | 57🧑⚖️ |
| Theme | 496th | 2.182⭐ | 57🧑⚖️ |
| Graphics | 443th | 2.564⭐ | 57🧑⚖️ |
| Audio | 318th | 2.689⭐ | 55🧑⚖️ |
| Humor | 42th | 3.657⭐ | 56🧑⚖️ |
| Mood | 380th | 2.837⭐ | 54🧑⚖️ |
| Given | 47🗳️ | 62🗨️ |
had some weird behavior with some jumps. and wasn't clear how to hurt the donut until I accidentally hit it.
:purple_heart: :dart: :frog:
The music felt a little disjointed and jarring, but I appreciate that music was included (so many LD games lack audio).
Wild entry!
OK, unhelpful review aside, some actual constructive criticisms. The game is, for the lack of better words, very buggy with some fundamental game design flaws in an otherwise solid (if, a little too safe) basis. To me, this actually added to the charm of the game, to a point where I started enjoying the game for being "it's so bad, it's good." As you can see from our stream below, we basically just cheesed every boss and exploited any bugs we can find.
I did think the game could have used some significant polish in a number of factors. For one, I always felt either the player's hitbox was too large, or the boss' attacks were too large to dodge. It would have been nice to have the gravity boosted slightly to make it much easier to jump between the Cola bullets, or at least add some hold-jump-button mechanic for taller heights to make it easier to execute short-hops. The player seemed to have a clear hit animation (though rudimentary), but it would have been nice to see a similar effect appear on bosses as well for successful hits. The current visuals for the axes being launched made it difficult to predict its range, and arguably since it's so close-range, it doesn't always feel effective. Also, the flip point of the player isn't quite centered properly...
Finally, the bosses really needed a large amount of animations (or at least, some sort of visual effect) to provide a "tell" for when certain attacks are coming. As a player, it was difficult for me to predict what the next upcoming attacks were, and how to work with the new situation the game has thrown at me. This was why cheesing was more satisfying to me than trying to play the game the "intended" way: I didn't really feel the Cola and Doughnut bosses were "fair" (Hamburger was just strange).
https://www.youtube.com/watch?v=qq_qRoOOl-s
This game is freaking great. It needs a bunch of small polish stuff like telegraphs for enemies. But overall, this game is wacky and just fun. @omiya-games was the one actually playing this one on the stream, so I don't feel comfortable offering too much more serious feedback. I can see he has already posted the stream link if you want to see our reactions.
The constant boss battle after boss battle must have been tough to handle, as they each have different events when at differing healths. The Quadopus eating them at each's end was hilarious though xD
While the art is inconsistent (some objects really detailed- player; some objects plain and simple-platforms) and the music was questionable to the ear, I still enjoyed the throwing pickaxes everywhere lol.
Short but nice! :thumbsup_tone4:
The controls could use some polish, in my opinion. :) I didn't notice the double-jump in the first level.
I wish the restart was without the intro (then I noticed that the 'Continue' button is every time on a different spot).