Warhead Stroll by cagibi
Old Roger is walking his dog across town to get some groceries. That would be a rather harmless adventure if his head wasn't a nuclear bomb.
CONTROLS:
- Move the dog around with WASD or the arrows keys.
- That's it!
The "heat" is computed from Old Roger's acceleration. Do not stress the leash too much, run the dog into him, or cause a car crash: all of this will cause Old Roger to fall down, in a rather energetic way.
There are native uploads for Windows/MacOS/Linux alongside the web version, in case that doesn't work for you.

Ratings
| Overall | 2th | 4.419⭐ | 33🧑⚖️ |
| Fun | 9th | 4.29⭐ | 33🧑⚖️ |
| Innovation | 15th | 4.242⭐ | 33🧑⚖️ |
| Theme | 6th | 4.5⭐ | 33🧑⚖️ |
| Graphics | 8th | 4.581⭐ | 33🧑⚖️ |
| Audio | 7th | 4.317⭐ | 32🧑⚖️ |
| Humor | 5th | 4.468⭐ | 33🧑⚖️ |
| Mood | 15th | 4.207⭐ | 31🧑⚖️ |
| Given | 14🗳️ | 20🗨️ |
Once again your creation has amazing graphics in a signature recognizable style, and the humor has me smiling the whole time! Took me quite a while to figure out that there was only a bomb risk flare-up when the dog started walking, so I could walk around for a while as long as I avoided walls and such.
And.... a bug report.... At the first spot with cars I got Old Roger killed off-screen by the first car pushing him out of the area, and the game completely froze up when it restarted the area. Thankfully it only takes about half a minute to get back there, so it wasn't ragequit frustrating or anything.
Based on other feedback, version 1.0.1 also adds an automatic explosion when exiting the screen, as well as properly scaling the title screen on some browsers.
Really high level of completion. The theme is well applied.
I found that you got the crackling audio bug with Godot HTML5 exporting. I got it too,and fixed by updated Godot to 3.3.4.
https://github.com/godotengine/godot/issues/47487
https://github.com/godotengine/godot/pull/52650

Last of all, I felt struggle in the boss fight.
Yeah the boss fight is very hard. I should have toned it down a bit, or added a sensitivity slider + reduce the knives' hitboxes. That'll be for the post-jam version.
The long knives attacks were great, as they were predictable and offered you enough time to react once you memorized them. All other attacks, however, had a mixture of incredibly short start-up (I usually died in less than second during the axe and rotating knives attacks), being two attacks in ones (even when I managed to evade a short/spinning knife or axe, I usually still died by another one that passed the target) or unpredictability (I still don't know how to reliably evade the spinning knives - all other attacks are pretty consistent, at least). This made the boss feel more luck based than skill or memorization based.
In addition, Old Rogers didn't affect the fight at all 90% of the time, except when randomly dying to a group of knives or when I bumped into him too fast. This could turn perfectly good runs into failures based on things usually outside my control, increasing the randomness and frustration. I think that adding attacks that only affect him, or just removing him from the fight entirely, would've been better.
Overall, I really liked your game - all the negative feedback about the boss is mostly me venting my frustration. Great entry!

- Writing that made me laugh
- Good art
- Original gameplay
- Original and apposite theme usage
- Not just one, but two great music tracks
The only criticisms I had is on the last outside part with the cars, I thought I was still going right, and it kills you if you go right, so I kept thinking I was hitting cars, when really I just needed to go down; and the boss is too hard for me. But it's awesome that there's a boss fight, I love it when LD entries go the extra mile.
Probably my fave game so far.
If that can help: there's a safe spot near the bottom-right corner of the arena for axe attacks. Also, small knife attacks always have an odd number of knives, so once you go between two knives, you need to move to avoid the backlash from the opposite one. I usually move to the top of the screen to avoid the rotating variant, and never to the right. Oh and Old Roger is indeed completely unnecessary for the boss fight, maybe I should have detached the leash and put him outside of the arena.
As for the misleading traffic, my bad! As implemented currently, cars need an open border to loop indefinitely, and I really wanted to draw a car as seen from sideways, so there had to be an open border to the right. Maybe a narrow bridge could work, under which cars can pass and Old Roger cannot.
Anyway, a postmortem is coming very soon! I've learned a lot.
Your concept is really neat, and it works like a charm in the game. Kinda remember my dog pulling the leash when we go for a walk, but i dont have a warhead and it stops smelling things each four steps.
Also, the art and souns are on point, and the comedic lines enhance the game experience. The only flaw i could find it's that the leash can go through walls and cars can pass over it, but it doesn't degrade the playing experience.
Excellent work!
It took taking my time through the levels and 31 deaths but reached the end. Most deaths were on the boss battle which in my opinion is spot on for difficulty. Once I learned how to dodge each attack, how to use the sound cues to know whats coming and had finished reading the text it felt very satisfying beating him.
I though I did terrible by beating the game in 10 minutes but it seemed everyone else took longer, so yay.
This has to be the most fun I've had so far. The dialogs are hysterical, and at first I thought text was distracting me from the boss fight. But then the text stopped, and it turned out that noooo, the Butcher fight is just h-a-r-d. But somehow it's also not tiresome. But somehow I still haven't won... I'll get back and get that salami later!
In one level I was confused as for where I was supposed to go, e.g. I tried going East on the cross-roads level, and I spent way too much time failing before I realized I was supposed to go South.
But other than that, awesome idea, great execution, hilarious writing!
Apart from the misleading cross-roads (sorry again), I think my main fix for the post-jam version will be to calm down the boss a bit (especially because your feedback starts to become encouraging enough to develop the game further, maybe I'll put a second level and a second harder boss).
What's really interesting is that many of those that beat the boss submitted games on the hardcore side as well. :P Glad to hear that it feels more like bullet valhalla than bullet hell for the most part. Well except for "The Rose" which is a bit too spicy of a bullet pattern (that was the last one I implemented, a good way to learn that the developer is the best and worst playtester).
This isn't the best place to say it, but a less frustrating way of listening to the boss music [is now on Soundcloud!](https://soundcloud.com/cagibidev/butchers-challenge) (and the main level's music as well)
EDIT: I just uploaded version 1.0.2 (the Github repo is updated as well). Changelog:
- Upgrade to Godot 3.4 beta 6 (in order to fix the HTML5 audio bug)
- Make car danger & Roger step sound effects better derivatives
In a hurry I used samples from the GeneralUser soundfont without derivating them (apart from random pitch), and I just remembered those and that they were against the compo rules, hence the modified sound effects. I would have "downgraded" my submission to Jam if I could. Sorry for the possible unfairness.
The difficulty and the misleading traffic have not been changed, as per the rules. (well the difficulty may have changed, but that depends entirely on Godot 3.4 physics changes)
https://cagibi.itch.io/warhead-stroll/devlog/301926/warhead-stroll-postmortem
TL;DR: That was really cool, playtesting is important, I reused some of my knowledge from LD47, playtesting is important, and I need to change my sfx habits for compo rules reasons.
Wow, a perfect compo game!
Thank you everyone!
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