Dog Walk Danger by Patrick1
Dog Walk Danger!
Throw bones to guide Cornelius to his bowl all while avoiding the dangerous lava! Cuboid dogs are the most loyal dogs :smile:
Only 4 levels so there's not much to it, had a lot of fun making this and learned a lot!
Controls: * WASD: move * Space: jump * Left Click: throw bone * R: Reset Level
| Youtube | https://patricktelfer.itch.io/dog-walk-danger |
| Youtube | https://github.com/PatrickTelfer/LD46-keep-it-alive |
| Original URL | https://ldjam.com/events/ludum-dare/46/dog-walk-danger |
Ratings
| Overall | 327th | 3.636⭐ | 24🧑⚖️ |
| Fun | 321th | 3.545⭐ | 24🧑⚖️ |
| Innovation | 267th | 3.614⭐ | 24🧑⚖️ |
| Theme | 621th | 3.571⭐ | 23🧑⚖️ |
| Graphics | 762th | 3.048⭐ | 23🧑⚖️ |
| Audio | 383th | 3.262⭐ | 23🧑⚖️ |
| Humor | 154th | 3.571⭐ | 23🧑⚖️ |
| Mood | 480th | 3.25⭐ | 22🧑⚖️ |
| Given | 18🗳️ | 16🗨️ |
A really fun little game! One of my favorites so far.
The quick bark somehow endeared me to the doggie, and on the last level when I threw the bone maybe a bit casually, there was this moment of OH NO where he cut the corner too short and fell into the lava!! Except wait, no, that tenacious little fellow had like somehow grabbed the edge of the walkway and climbed (?) back up to safety?! I was actually relieved. Somehow it was okay to run out of time and both of us to die, but for me to trick him into the lava would have been terrible.
So yeah, clearly pulled me in.
I also really appreciated the super-quick restart, and the sensitivity option was a nice touch (though the default was fine for me). Level 2 was my favorite, I think.
Nice work!
I like the art, to be honest. I think it does gives the game some personal touch.
I also liked that the game restarts pretty quickly after you failed. I think that's a must in these kind of games and you did it. Thanks!
Third level was my favourite. It took me a while to realise what I had to do and then it hit me.
Congrats!
Greato Jobu! :smile:
Well done.
1 - Mecânicas, Aprendizado e Fluxo:
Realmente há bastante simplicidade da mecânica fundamental; há o lado positivo (ao meu ver): é possível diversificar bastante no formato dos estágios, implementar plataformas móveis, colocar desafios de tempo, desafios com check-points etc.
A mecânica de jogar osso e o cachorro correr na direção do osso poderia ser desenvolvida (pós tempo de game jam); ao exemplo de colocar a mira de para onde o osso segue.
Aprender a jogar não foi demorado, porque há uma tela inicial indicando os principais controles (ASDW e mouse).
O fluxo de jogo pode ser polido, pois não vejo desafio tão distante entre os estágios (apesar de encontrar a descida ter sido um pouco difícil e apesar de percorrer curvas ter sido um pouco difícil também); para tempo de Ludum Dare foi suficiente, mas seria bacana (no caso de estender o projeto) criar uma progressão no desafio (indo de mais simples que o atual primeiro nível, até mais difícil e desafiador em estágios futuros).
2 - Gráficos, Áudio, Narrativa e Polimento:
Os gráficos foram muito simples, tendo funcionado para passar o conceito. Para uma possível continuidade eu sugeriria uma modelagem que permitisse colisões melhores e saltos naturais da parte do cão (acho que seria positivo). Acabei imaginando formas de ter outros animais com pequenas diferenças mecânicas.
O áudio fez o papel (ainda mais em tempo de jam). Creio que seria interessante polir essa parte e ir mudando a trilha de acordo com os estágios ou com partes do estágio.
A narrativa foi simples: alguém guiando um cão até a comida, evitando a morte dele (e de si). Caberia uma narrativa mais trabalhada com mais tempo para produzir e entregar; mas com a narrativa atual já temos algo compreensível e (até mesmo) que gere algum tipo de aproximação com o jogador.
3 - Cultura:
Cuidar de pets (em específico de cães) é algo que cativa muitas pessoas. Portanto é mais fácil (eu creio) encontrar nicho em redes sociais (ao exemplo de grupos de interesse no Facebook); para os quais entregar o projeto.
Além disso, há uma pegada de ação e "encontre o caminho certo", o que pode atrair outras pessoas.
Se o projeto for para frente, creio que ele terá algo a prover para essas pessoas do ponto de vista cultural e de entretenimento.
4 - Monetização:
Com o jogo polido seria possível colocar ele para jogadores dos nichos. Creio que para expandir, seria interessante um modelo de vendas com pets de diversas espécies (gratuito para jogar, monetizando com propagandas, talvez, ou muito barato) e formas de adquirir skins interessantes e (até mesmo) liberar novos animais jogáveis. Acredito que (nesse caso) seria interessante entregar novos estágios de tempos em tempos.
1 - Mechanics, Learning and Flow:
There really is a lot of simplicity in fundamental mechanics; there is the positive side (in my opinion): it is possible to diversify a lot in the format of the internships, implement mobile platforms, pose time challenges, challenges with checkpoints etc.
The mechanics of playing bone and the dog running towards the bone could be developed (after game jam time); to the example of placing the crosshairs where the bone goes.
Learning how to play did not take long, because there is a home screen indicating the main controls (ASDW and mouse).
The game flow can be polished, as I don't see a challenge so far between the stages (although finding the descent was a little difficult and despite going through corners it was a little difficult too); for Ludum Dare's time it was enough, but it would be nice (in case of extending the project) to create a progression in the challenge (going from simpler than the current first level, even more difficult and challenging in future stages).
2 - Graphics, Audio, Narrative and Polishment:
The graphics were very simple, having worked to convey the concept. For possible continuity I would suggest a model that allows better collisions and natural jumps on the part of the dog (I think it would be positive). I ended up imagining ways to have other animals with small mechanical differences.
The audio played the role (even more in jam time). I think it would be interesting to polish that part and change the track according to the stages or parts of the stage.
The narrative was simple: someone guiding a dog to the food, avoiding the death of him (and himself). A narrative would be more worked with more time to produce and deliver; but with the current narrative we already have something understandable and (even) that generates some kind of approximation with the player.
3 - Culture:
Taking care of pets (specifically dogs) is something that captivates many people. So it is easier (I believe) to find a niche on social networks (like interest groups on Facebook); to whom to deliver the project.
In addition, there is an action footprint and "find the right path", which can attract other people.
If the project goes forward, I believe that it will have something to provide for these people from a cultural and entertainment point of view.
4 - Monetization:
With the polished game it would be possible to place it for niche players. I believe that to expand, it would be interesting to have a sales model with pets of different species (free to play, monetizing with advertisements, perhaps, or very cheap) and ways to acquire interesting skins and (even) release new playable animals. I believe (in this case) it would be interesting to deliver new stages from time to time.
Got my puppy to his food every time through careful bone throwing, and watching him recklessly jump off edges!
Was fun, good work.