Please Note: This experience is highly recommended with music on.

For the Smoothest Gameplay Experience, download the WINDOWS version!

This is a Demo for my game TOO MANY TEETH. The final game will have 3 additional levels and will be released sometime in 2024.

Controls:

WASD to move

Left Click to brush

Right Click to spray toothpaste

F11 on Windows to toggle Fullscreen

Hold Left Click to fast-forward text

StatusReleased
PlatformsWindows, HTML5
Rating
Rated 4.6 out of 5 stars
(11 total ratings)
AuthorGreenBoxGames
GenreAction
Made withGameMaker
Tags2D, Singleplayer, storygame

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Click download now to get access to the following files:

TOO MANY TEETH v0_3_0 WINDOWS.zip 45 MB

Comments

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This is a very fun game. one thing that I really liked about it was the story, so I feel like if you added more of that, then it would be even more fun to play.

I love that I can play this game in the browser, but it's unpleasant that the game doesn't save in any way in this mode.

The graphics look polished, the music and sounds are good.
I wonder what lies under different difficulty levels. A start that creates a pattern before breaking it is good, you should keep it!

At first, it was confusing as to what I should upgrade, so I didn't upgrade anything until the first battle - there was no need because the game was chill.

It's very difficult to get a feel of hitboxes, I'm not sure if I get damaged touching any particular item.
I love that the battle starts right away and I don't have to clean everything until the action starts.

The gradual appearance of the text really added character to the dialogue. When I launched the game for the second time, the skipping of the text felt too long. You should probably speed up more and more with every second the player holds the button.

Two battles on the same screen are interesting, but it was the moment when I decided to bail because I didn't dedicate a lot of time to playing and I only had one live left. Maybe there should be something that repairs the hull, either a timeout or a pickup bonus.

I feel like the difficulty of getting the last tooth is too much. Maybe I didn't follow the meta strategy of cleaning most teeth up to "almost clean" and then finishing them off quickly, but getting the last three teeth is a nightmare where I lose any health at all because the part before is more doable.

P.S. I'm here because your channel was recently recommended on youtube and I liked you admitting you failed your yearly goal. Gonna subscribe to your account on itch now. The game is very promising

Also, I've gotten into an unpleasant situation - I have had the last "heart" (hull durability) and the boss-tooth left a circular attack that got to the edge of the screen, so I couldn't dodge at all. That was painful

Awesome game with an interesting theme! I thought this was one of those weird dentist game for kids with maybe some puzzle mechanic and was partially terrified and very surprised with the flying teeth / bullet hell mechanics.

Just want to recommend to add some invincibility frames after getting hit. I found quite hard in the last level to evade a swarm of piranha-projectiles and the screen divider laser and got killed by back to back hits. And I assume some configuration options for volume and the such will be added, so just pointing that out.

Great game and very, VERY creative idea! If I had to categorize this game I'd add it into the SPOILERS... 

Bullet Hell genre but the fact that it's main gameplay loop is that of a casual game is so interesting, unique, and most importantly, very fun!! I loved the dialogue and charming nature of the characters and really love the way the backgrounds and art is done! It's all such a unique, yet familiar feeling like those nostalgic flash games! A couple of critiques/suggestions. I'd consider adding a rank system, or some type of system that changes the amount of money gained after each level. This way, impactful gameplay such as taking no damage, beating a level in a certain amount of time, cleaning all the teeth before they grow wings ect. can be rewarded. The minimum amount of money per level is fine, but a system like this can add more towards the entire upgrade system. A skip text button would also be nice for those that may want to replay the game or speedrun it. This may be a purposeful choice, but I feel that the invincibility window after getting hit is a little short, and think that extending it, just a little bit, would allow for more freedom of gameplay especially during the last enemy chase scenes. They can shoot out a barrage of constant attacks, and since you have to get really close to attack, you're very prone to getting hit multiple times. That's pretty much it for my problems with the game, I'm super interested in this and seeing how it'll turn out! You really did an amazing job and I can't wait to see how far it comes! :)

Great Game. Just Add Skip Dialogue

That game is amazing, has a lot of charm. Great!!!

This was so much fun, charming, awesome music ... Honestly flawless so far in my opinion. Can't wait for the full game!

I was pleasantly surprised with the *big reveal* on the fourth level. I finished the game and I liked it, it was fun! I could give tips on points to improve;

  • The chatting goes on for too long, could make it all appear instantly with a click for qol purposes.
  • The upgrades are good but feel a bit too linear, could make more upgrade levels, cheaper to allow the player more choice.
  • The last tooth is hard to kill, I personally didn't find too much an issue with this but it is noticeably harder.

All in all it's a fun little game and I'd like to see where it goes!

Great game!  If it's not too much of a hassle allowing some re-binding of controls would be awesome (asking as someone who played the whole demo on a laptop without a mouse and now has sore fingers)

Took me an embarrassing amount of time to beat it but I enjoyed every moment! Great game :D
My only feedback is that a pause menu would be very nice, and being able to speed up the "intro" animations with the shaking teeth would be very helpful when you're retrying a level lots of times

Good job!

could be a really good game but please make an option to turn off the music i just wanna hear the asmr sounds of cleaning the teeth

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weird concept, but alright. the art is nice and main gameplay is fun once you get to it. i played this for way too long despite the frustration. so that’s a good thing.

a few suggestions:

  1. 4 levels of “tutorial” before you get to the real gameplay is too much. cut out the first 3 levels and just start with level 4– it lets the player learn the controls and then introduces flying teeth before they finish it.
  2. the dialogue between each stage is WAY too much. PLEASE shorten it and/or make it skippable. players don’t need an explanation for each new level. i would only have them when something new is introduced into the gameplay, but still try to keep it as short and snappy as possible. 5-10 seconds max. ideally, you’d probably want some visuals to go along with the dialogue, but i can understand it’s too early in dev for that. i think that would really help though. even just some still images like comic panels. that would fit the hand-drawn style as well and if you wanted you could add some animation.
  3. bro. the last flying tooth on each level just constantly spawns stuff. how are you supposed to scrub it?? i got to the level with the big boogery jellyfish and tadpole things and gave up after dying with one tooth left too many times. not fun.
  4. maybe shooting teeth with toothpaste should keep them from spawning enemies for a couple seconds? or that could be a toothpaste upgrade you can get maybe. i did notice that toothpaste slows down the teeth, and that’s a nice touch.
  5. i didn’t finish the game so i’m not sure if you have anything later in the game, but it would be nice to be able to do something more to control the number of enemies you have to deal with. maybe also add something that allows the player to actually destroy enemies?
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update: i changed difficulty to easy and got to the next level where i killed everything and then i killed the boss, but he exploded and killed me. wtf? feels bad man.

Please please include some options for volume adjustment. It was an interesting little game though.

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Here I was thinking this would be a cozy game about maximizing the money you make by being efficient and then... WHAM! EVIL TEETH. Absolutely amazing. I think it might be a bit too hard but maybe that's just skill issue on my part, maybe cleaning the non evil teeth during battle could heal you or something? Idk. Other commenters have already said this but I feel like cleaning teeth that are about to turn evil should stop them from turning evil, it would make the pre-fight super stressful as you try to improve your chances.  Another fun idea would be that if maybe you spray too much toothpaste into a customers eye they might get irritated and throw a bite at you. Also maybe making the upgrades more interesting than just like faster brushing or whatever, like maybe you can get dental floss that trails behind the drone or you could have some sort of cleaning grenade, idk. Overall amazing, the music and art are wonderful especially the designs of the monsters, I love them, hte gameplay is tough and exilarating and I honestly found myself really invested in the story and the wellbeing of these goofy monsters.

 the game idea is very cool , I found the Heavy text Very boring and that's there's no icons and visual Ques in the things you buy and there's nothing appears when you upgrade not very satisfying , give me more  Visual Upgrades , more OST would also be awesome the music is very  repetitive . i hope that's help

Incredible game. Sorry that I don't have feedback, I just have nothing to complain about.

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I came from the video where you said you wanted feedback. I have a few thoughts:

Awesome idea! The music and art are great! And the gameplay is compelling! I loved the story bits in between each level, and how it added context to the gameplay.

But the game got too hard too fast. I went from brushing static non-killer teeth to facing an entire missile wielding army in the very next level. And after I beat the army of killer teeth (dying about 4 times) I found myself in an equally hard level, if not harder. That is to say, the game has no difficulty curve, it's just a difficulty ramp. It only goes up, and fast. I would prefer if there was a buildup of tension, like there currently is but with a intermediary level of less lethal teeth of a lower quantity, then after the really hard level the difficulty could go back down (release the tension)  to a less difficult level. That difficulty curve is the one thing no player will be able to ignore, it's an essential part of the experience.

Something I would just personally like is if during the period where all the teeth are shaking about to burst into flies, it would feel good if cleaning the teeth prevents them from becoming flies. That makes the prelude to each battle about cleaning as many teeth as possible before they have a chance to attack you. I tried that intuitively but it didn't seem to work. I could see how that could break the game with the upgrades later on though.

In any case this was really fun! Well, until I couldn't handle the difficulty. But I still really enjoyed it! I'll probably go into squeaky clean mode to try and finish.

Edit: Man. I couldn't beat the boss on squeaky clean mode, maybe the problem is just me.

(+1)

Very fun demo!

Just beat it on easiest difficulty. Will try the other ones next but I want to write down my first impressions here.

I really liked the changes of pace, from calm beginning to action packed and back to calm at the end of each level. Game feel was good and the controls were precise. Sometimes though I got hit by the red missiles and it looked like it shouldn't have. Other than that the hitboxes felt fine.

My biggest criticism is the visual contrast. I love the art style and colors but it was sometimes very difficult to distinguish between dangerous moving objects and the background. I feel like in a game where there is a lot going on like in this one (which I love btw) it should be easy to see at a glance what's to be avoided and what isn't. That way when the screen gets more and more crowded like what I'm assuming you want to do with later levels, the brain can easily filter out objects and details that are not dangerous. I think the hazards were perfect, it's mostly because of the background that was maybe a bit too busy. One thing that I think could maybe work to tackle this without having to make the art itself less saturated or dull, would be something like auto exposure, where the background gets slightly darker the more bright things are on screen. That way it scales well with different amounts of enemies and the calmer parts of the level also don't have to be changed.

Another thing that kind of plays into the contrast thing is that it was a bit hard to see the mouse cursor at times, especially when it was next to the white toothpaste. I had to look for it a few times while trying to dodge the laser :D Could maybe add a custom cursor that people can enable/disable in the settings or something.

It would be cool if there were ways to get extra money to open up some more options for upgrades. Right now there is only a limited amount of upgrade combinations since the money you get every time is fixed. Maybe you could get a small bonus if you are fast enough, or if you beat the level without taking damage.

When I first encountered the missiles I thought it would be fun if you could somehow damage or destroy them. Something that is risky to pull off but rewards the player for getting close without getting hit. Or maybe toothpaste could have an effect on them, like make them short circuit and explode after a few seconds.

All in all I really liked the game and the demo ended just when I was most excited to see what comes next. Sorry if I was a bit nitpicky but I know from my own experience how important it is to get constructive feedback on your games without any sugarcoating, so I tried to be as honest as I could. Hope this helps and good luck for the rest of the project :)

Now onto the harder difficulties, time to clean some t e e t h

(+1)

I played through the demo and managed to beat every level but the last one on the Standard difficulty. I know that high difficulty tends to be a trend with your games (at least for me), so I don't really know if dialing it down would make much sense. One thing I didn't care for was how fast the last enemy or two would spawn out projectiles. I learned that you could slow down the tooth with the paste but it did feel really difficult to do so. I got into the strategy of chipping away partial amounts of plaque on each of the last teeth so that it would take me as long to get them clean.

I also felt that more feedback when an enemy was spawning a jellyfish in that one level would have been nice. I did eventually notice the animation but sometimes I felt like I'd be in the thick of the teeth only to get hit by a surprise projectile. 

Overall though, this was fun! I liked the chill nature of cleaning the teeth and then the tense action in between. And the early levels to introduce the player to the mechanics and the eventual combat gameplay was really well done! Great work with this and looking forward to trying it again on release!

(+1)

Hey, I just played your game and have some thoughts to share. First up, the good stuff - the art and drone movements are super cool, and the whole concept with toothpaste physics really did it for me. 

But there are a few bits that felt a bit off to me:

  1. Missile Collider: The collider is a bit too large. I got hit a few times unexpectedly when I was positive that I dodged the missile "just right." 
  2. Missile Acceleration Speed: Those missiles are super fast after crossing a vertical distance. Dodging them at the last second feels unrealistic, at least for me. Perhaps setting a lower max speed could add to the fun of dodging everything just at the right time. 
  3. Clean Tooth Mechanics: I think that when a tooth is getting cleaned mid-charging a missile, it should stop the missile charge similarly to how it stops the fish attack later on.
  4. Shaking Teeth Animation: In level 2, the shaking teeth just turn dirty again, which is a bit confusing. A shaking tooth is a premise for it to be detached, which happens on higher levels, but it did not make sense to me on level 2.
  5. Inactivity Period: There's a stretch where I'm just watching teeth shake. It's cool, N' all, but I don't have any reason to do anything. It hurts most when replaying a level. Maybe there could be something else to do during this downtime?
  6. Getting Hit Feedback: The impact of getting hit could be more intense. 
  7. Laser Dude Timing: The blue monster's laser hits before it seems ready. The laser is thin and white and then becomes thick and blue - I was under the impression that I wouldn't get hit at the thin-white phase. 
  8. Invulnerability Time: A short invincibility period after a hit could be a nice addition. I hate suggesting features when I comment on games, but I made this exception. I feel it's a mandatory mechanism when not dealing with games that involve physics (Like Splunky 2). 
  9. Last Enemy Attacks: The final enemy's attacks come in hot and fast. Too fast. It feels like a forced "Hey, I'll make it extra hard," not in a way I found to be fun. 
  10. In-level pacing is awesome! Chilling and cleaning into an "OH SHIT" and then going back to chilling and cleaning works great. But when addressing the difficulty curve between levels, I think it's a bit too harsh. 

Waiting for future updates!

I really like how you introduce this game! But it gets too difficult quickly. For the 4th level it tooks 4 or 3 times to make it and I tried the 5th it was too difficult for me...

(+1)

yeah i kinda agree but also skillisue :)

(+2)

Overall, very cool and unique idea! Was definitely shocked by change in genre (from chill to a monster blaster game). 

1. I would say that the intro was a bit too long, because you might lose all people that like shooting games, when they see three levels and relaxed gameplay. 

2. After shooting ever decaying tooth but one, the last one starts shooting WAY faster than at the start with all the other decaying teeth still alive. I'm sure this is intentional, but I does feel kinda unfair to the average player (especially with the jellyfish). Now correct me if I'm wrong, but you'er spawning the rockets with a set amount of time in-between each spawn, then spawning it at the location of one of the remaining teeth. If that is the way that you are doing it, then the last decaying tooth will be spawning rockets twice as fast as it was before the player destroyed the second to last tooth. That jump feels unnaturally fast and kinda annoying. 

Hope this helps. Also, I joined the discord, so lmk if you want anymore feedback on newer levels/mechanics. 

yes! exact same feedback i just gave lol. should have read through here a little first.

Super fun game with a surprising amount of depth! I love the story snippets between levels--it goes a looong way to tie everything together and get me invested. Also just a genius premise! Can't wait for the full release!

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Hi, I follow you on YT and really like your content, especially your artstyle.
The dialog + gameplay of levels 1-3 is too long and tedious.
When the teeth on the 4th jump the game crashed (I was playing on browser)

Thank you for the feedback!

I've just fixed the bug, the HTML5 version should work now

Thanks for the fix!
I'll pick it up again if I can skip the first 3 levels (maybe a level selector could help)

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My game just crashed on the start of the action. Don't now why

(+1)

Same problem here

Just fixed it, thank you for letting me know!

Me to

I've just fixed it! Thank you for letting me know

Thank you so much for reporting this!

I've just patched it, the HTML5 version should now work

When the action started, my mind was blown away XD, seriously fun game!

Very cool idea!

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ey this is crazy I didn't think brushing teeth could be this fun
super duper dopey shocking
going to brush my teeth hehe xD

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what the teeth doin

(+2)

i was quite frankly shocked and baffled by these teeth's shenanigans 

(+1)

Perfect, I am very happy to hear it

Nice game. Very satisfying.

verry nice