Fully Dogomatic Patch and ANNOUNCEMENT!


What's up dogs?

Thank you all for playing Fully Dogomatic and supporting the game! The reception has been excellent and I'm really happy with how everything turned out. The Bigmode jam was a lot of fun and this game was my first full project in Godot so I learned a ton!

One piece of feedback I heard time and time again was that the player was slow. Right before the deadline of the jam, I started panicking that the game would be too easy so I crippled the player movement and barely tested it, but this was a big mistake! It made it feel like you're moving through peanut butter and it was just frustrating instead of creating a fun challenge.

So now that the jam is over and I can update the game, here you go! You move about 30% faster than now than before! Yay! There a also a few tweaks to the length of time that money stays on the ground and enemy speed has been slightly (the chihuahua bomber enemy is slower).

Give Fully Dogomatic another try and tell me what you think! I'd love to hear your feedback, which leads to my announcement...

I'm making a full version of Fully Dogomatic! I've been making games on itch.io for a while but I've decided it's time to put on my big boy shoes and release a Steam game. So if you want to follow development and help shape the future of Dogomatic, give me a follow. 

I'm completely reworking the art style so here's a sneak peek of how that is coming along:

Files

HTML.zip Play in browser
Jan 26, 2024

Comments

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(+1)

Really enjoying the game so far!
A few things I'd like to see implemented:

Ditch the timer if possible, or an alternate game mode where powerful enemies spawn more commonly as it progresses until you ultimately die.

More stats at the end such as Doggodollars acquired, total dog slaughter count.

Pickups such as health and money magnet etc

Change colour of money to green and perhaps have them 'merge' together to help w visual clutter.

Cant wait to see where it goes!