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DougVanny

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A member registered Jul 17, 2018 · View creator page →

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Ohh I nearly missed this! I'll definitely have to watch it! Thank you!!

Love the animal rescue theme of the game. It took me a bit to understand how to play it, but overall I enjoyed it as it became more clear! I wish it had had more polish, but with the short time of the jam it's usually difficult to ask for that. I would suggest making the character move faster so exploring the map feels a bit faster than it currently is.

Really like the idea of having to replay the same rooms, but with their solutions already setup. You're constantly facing the levels you already overcame and just blazing past them, it's really fun!

Wow, I REALLY wasn't prepared for this one! It started as another entry where you need to sacrifice yourself to complete puzzles over multiple loops, and then suddenly you're controlling a tentacle monster out of nowhere?? Absolutely incredible game! The vibe is absolutely great! Def one of my favorite entries!!

Really interesting how this turns different notes into different attacks, and all playing in a loop as if you were creating an actual song! Clicking the mouse button at the right rhythm felt good even when missing the timing, very fun!

This plays so good wow! It feels like a mix of sonic with getting over it. The gameplay is far from easy, and yet there's this nice learning curve to it, jumps that you couldn't do at first end up becoming natural quite quickly. Trully a great entry this one!

Very fun entry, it reminds me of those programming games where you need to position instructions for a robot to follow, not unlike this one. I do wish the position of the items sticked to a grid, some of the levels end up requiring more precision than I expected. Still, a fun entry, that's for sure!

It looks so simple but this is so hard lmao. It is like playing a rhythm game, but one that relies on so much memory it's just hard to see it as a challenge even bigger than the timing itself. That said, it felt like the timing bit had a bit of assistance, and honestly, a very welcome assistance, really well thought!

A really fun entry this one is! The type of appeal that is so simple and satisfying, it works at such a basic level, like of course making the car flip will give you bonus points, it IS fun to make a car flip!

A very creative approach to the loop theme! And playing this when it's so cold where I live certainly warmed me a bit hahaha. Nice job!

The music in this one is so fun! The idea is really creative too, and learning how to balance the character is certainly a skill that I slowly learned while playing, which is always fun! Good job!

The art in this one is soooo goood! The narrative ties in with the theme in such a cute but creative way too! Repeating the mountain does feel a bit tedious after a bit, but learning how to speed things up is really fun!

A very short and simple game! Easy to pickup, which is great! I wasn't sure at first where I was supposed to get the orders since the first ones were for soda and it took a moment to understand that the machine in the corner was the soda machine, but past that it worked much better. I do wish I could grab multiple foods from the counter tho.

Is the tutorial guy still following me? D:

Damn this game really looks like it shouldn't work, and yet it just does! The puzzles where you had to change trajectory midway were a bit tough, I kinda wish you could pause it, or maybe if it could let me preview the trajectory before firing, even if just a little, would have been helpful too. What a cool entry! Congratulations!

Such a cool art style! The narrative is really interesting and matches the art in such an interesting way. The juggling could have been a bit easier but it wasn't so punitive either. I do wish the camera moved a bit faster tho, turning around felt so heavy on this. Nevertheless, a really interesting and creative entry, I love it!

Also, VAMO GREMIO!

Woah what an incredible entry. The inspiration taken from the sequencer makes it really unique, although me who doesn't have any experience using one struggled for a long time before figuring out how to use it. Even though the interface is great, it does feel a bit tiring to use, but that's on me for being too lazy. Awesome entry people!

Really nice visuals! It feels like playing vampire survivors on a timer where every few seconds you change weapons. Very well done!

The visuals are great, and I really enjoy how it gives you just one replay per retry, makes for some really interesting puzzles, simple but not trivial. Great job!

Really fun and the art is really good! I like how the different size of each action loop makes things less predictable and the battle goes on, and the action cooldowns add an interesting layer of strategy. It even reminds me of factorio like games where you must configure actions to match a certain demand, that demand being defeating the boss. Very good!

The visuals are so cool! Very trippy! And I like the loop of going back to your apartment after each round!

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So, the rate at which they grow does seem to always be the same, but by timing what I meant was when within the song itself I should tap. The sections with purples and 2 reds shows what I had originally assumed well

🟣>wait 1 beat>🟣>wait 1 beat>🔴>wait half beat>🔴>wait half beat>🟣>wait 1 beat>🟣>wait 1 beat

So I assumed that purples told me to wait a full beat, and red told me to wait half a beat. But when the pattern changes to give you all reds, the interval between them is 1 beat again, this is what got me confused.

On the other hand, it is clear that each color does take a fixed time to go from spawning to blinking white, such as the greens being the really quick ones. It's just that I thought the colors were informing me of the timing of the music, and not of the circles themselves.

edit: I did mention Osu, but I'm much more of a pump it up player myself, so I'm less used to the notes telling you anything other than their timing (and which button to press, in pump it up's case)

Not brash at all! The design needs to be questioned so it can be improved! 

Interestingly, originally I did want to make enemy attacks be a lot more impactful, since just one of them acts per attack. I ended up playing it safe though, due to simple lack of balance time, and also due to understanding that the dev will always play the game better than someone who played it without any prior experience, so I tried to reduce my risk and made the characters have more hp than originally intended

Also, regarding your worries, I do think that this system as it is would not fit a several hour long rpg without bigger changes. The jam theme did give me the opportunity to experiment with the idea and I had fun with that, but the game does have pacing issues, and I totally understand how exhausting it is, given that I didn't manage to finish it myself haha. Something that would have helped would be adding narrative elements between the battles, something that gives room for the player to rest, but then we're talking about turning this into a real rpg, which goes way beyond the scope of a jam

A change I would consider would be replacing the reward for completing a loop by something else, something that doesn't let the player turn go forever, so the dance between player and enemies feels more balanced, also so I have more room to think of defensive moves which would mean spinning the enemy wheel one time less, but that could enrich the strategy even further. The question though would be what is the new reward for making a loop, and the answer I don't quite know. Maybe it's damage, maybe it's a new resource, maybe it's bringing that enemy down and restore your turn so you can also bring all others down in a single turn and finish them off with an all out attack. There would be some more room for creativity here :)

Really nice puzzle game, don't really remember seeing something like this before. It is a bit hard to predict which moves are valid or not, but the longer you play, the more you start to understand it!

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Such a smooth animation! The gameplay feels really nice! The walljumps were a bit tricky since jumping from a wall doesn't put much distance between you and it I often hit the spikes when trying to jump past them. Also, kinda wish the camera gave me more room to look down when falling and having to dodge spikes, ended up relying on memory on those. Nevertheless, really nice entry!!

Love how the game teaches you about the looping mechanic, and that song really rocks!

Ahh a rhythmic game! Reminded me of the little time I played osu! I enjoy how to shape of the circles serve not only to make it feel more dynamic, but also to guide the player towards where to click next. As I was playing, I got the impression that the colors of the circles would dictate their timing, specially with the two red ones between purples, but then the other times when the reds appear they don't seem to follow the same timing, so I'm not sure if they have a global meaning or not. Anyway, really fun to play, really enjoyed this one!

Thank you so much! Yep, there definitely is a lot of room to improve on the readability of which character is selected, something I really will improve on on any future iterations of this idea! Thanks!

omg that's a lot of feedback! Thank you so much for putting so much time and effort into writing this all down, I really appreciate it!! Turns out that making a turn based battle system demanded me a ton of effort so I just didn't manage to focus on polishing things as much as I wanted, your points all making it very clear just where that extra polish was lacking!

I agree with everything you said, but lemme try to reply to some of the points :)

0. Just about what you commented on Furro not being technology based, the short answer is that the character is heavily inspired by furry culture, which is something that exploded with the internet, from social media to virtual spaces such as VR Chat and Second Life, and as the setting of the game is a virtual one, it's inclusion made a lot of sense to me :)

1. Yeahh, the game has a heavier perceptual overload than I wish it did. The "Crit" message on the skill selection is one small example of me attempting to lower it, but since you still need to plan ahead, you're still required to keep an eye on everything. One thing that I really wanted to do was bring the character's stats UI from the corner to much closer to each character, not unlike how it works with the enemies. There would still be a need to look at multiple information at the same time, but if I could split it between player area and enemy area, it would have helped at least

2. You're not the first person to comment that they thought the character leftmost character was the selected one, I just regret not having the time to bring them even further out of focus. All other comments such as the enemy selection, the red AP bars totally feeling like a resource of their own, they're all due to the lack of iteration that I couldn't bring myself to do due to finishing the actual system and UI way too close to the jam's deadline. Not wanting to use this as an excuse, of course, these are things that totally should have been improved and is feedback that I'll love to tackle whenever I have the time to do so again

3. The "Press space" was such an obvious thing that I missed. About enemy and character art being so discrepant, it all really comes down to just how heavy my hands were, I constantly knew I had to improve the character art, but I just failed to find the time. The camera too, my plan was to have an idle movement to it and move it more drastically as battle effects played out such as on attacks, but the lack of movement totally makes it feel less polished than it could have been

4. Teaching the player how to play is basically game design in a nutshell, making a new, unorthodox mechanic useless if the player never learns. I tried to at least cover the basics with some tutorial messages in the beginning, and while I try to not be too invasive with tutorials, I did end up leaving it for the player to figure things out by experimenting. Sure, it's fine to leave the player to learn the game organically, but this makes sense when you're learning things that are meant to be mysterious, such as the behavior of a certain entity in the world and so on. When it comes to simply learning how to interact with basic rules of the game, every effort is worth it. While trying to avoid too many invasive tutorial messages, I really wish I could have added short speech bubbles with the characters guiding the player towards understanding all of the game's fundamentals, perhaps even being a bit repetitive just to make sure nothing is missed. The clarity of the UI is important as well, such as the lack of feedback when selecting a skill you don't have AP to, or how the lack of AP is presented (aka not making it look like a brand new resource lol). All this to say, yes, perfect examples of questions that the player might have and that the game should absolutely answer, and that I really hope I can better teach in the future :)

4.2 (since there are two 4s lol). I detected that as well while playing, the game puts the player a bit too much at the mercy of an uncontrolled randomness. Each enemy does have it's own rules, so individually, the wheel repeating the same character multiple times is often by design, but when multiple characters pick the same characters, there just isn't anything that I'm doing to avoid that. I would have loved to put guardrails such as making sure no character is over or under-represented on the wheels, but that ended up being beyond what I managed to do. The reason why the retry option in the gameover screen rerolls the wheel is an attempt to keep the player from being stuck, but that's about all I'm doing to deal with it.

5. Honestly, as the game is designed right now, with all information available to the player, the design of the enemy does end up being nothing but a visual. Even it the behavior of the enemy tried to match their design, the player doesn't have to figure out anything. It would require some thought to figure what would be the best way to do so without changing the game's design too drastically

Hope none of this came out as me being in the defensive, all of the points are extremely valid and are things that show where to improve in future iterations of this idea!

Thank you so much again for the heavily detailed feedback! It means a lot to me!

(And o shit that BUG looks serious af lmao I'll have to investigate that one immediately!)

This a very neat game! I enjoy how you gotta plan everything and also manage to execute it well in a nice mix of puzzle thinking and reaction time. Some of the puzzles do feel a bit overwhelming though, with how large they are. Still, definitely an idea that could be iterated on even more!

After a few tries I managed to beat it! It's a nice little escape room, but I do wish that you had more loops to finish it before a game over. I'm also not exactly sure how I got the last code, I just guessed a number that I saw, but it kept appearing as a ? in the hud so I'm not sure exactly what was the puzzle in that one

Ohh love the transition screen between levels! The idea behind the mechanic is really cool too, it's like playing a co-op game with yourself! Being able to see the projection of your moves is really useful for some of the puzzles too. Really cool!

So many micromachines vibes on this! I totally tried to cheat by going super slow in the first loop, but the game totally punished me by making my ghost super fast lmao. And I totallly saw that amongus! Great job on this XD

Yep, that was it! Removed the controller and managed to play the game all the way to the end!


The art is quite neat, I really like the light warriors allies. I really like the idea of your constructions coming back on every loop, lets me slowly build more and more of my base while taking more advantage of the corruption that spawns. Kinda left me wondering if there is any room to increase how many constructions of each type in the game's design

The jump feels very good! The art looks really cool too!

Unfortunately I had some technical difficulties, such as the WSAD/arrows not working as intended, maybe because I had a controller already attached, which I ended up using to play. Also, whenever I find the steel ball the game seems to crash, so sadly I ended up not being able to experiment the game beyond that



I hope so as well hahaha, thank you!!

Thank you for all the praise! The Not enough AP feedback is probably one of the most important player feedbacks that I missed, I really felt missing it. Thank you for playing it!

Loved how funny some of the requirements are. I was asked for a smoker and hired someone who was into illegal drugs, hope that counts!

I felt like I was on a TV show for some reason haha, really fun game, and the end stage really surprised me, very good!

Simple and good! At first I was afraid of touching the enemies since you start really small, but if you loop them quick enough it's easy. This can become addicting quite easily haha, good job!