Very cute little game, love the graphics, and the gameplay is nice aswell!
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Doki-Doki Boom!'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #6 | 4.423 | 4.423 |
| Gameplay | #12 | 4.000 | 4.000 |
| Overall | #20 | 3.815 | 3.815 |
| Ambience | #24 | 4.000 | 4.000 |
| Theme | #37 | 3.654 | 3.654 |
| References / Humor | #78 | 3.000 | 3.000 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit into the theme?
The game fits within the prompt of "chain reaction" by having a "chain" of dragoons passing on the bomb before it "reacts" and explodes. The bomb is only disposed of by having a group of dragoons working together as a team, rather than a single player's avatar solving everything, which wouldn't be much of a chain at all. It also further expands on the idea of "reactions" by incorporating hazards that increase the speed of reaction, such as how the fire reduces the player's timer, which causes the bomb to explode faster. Other mechanics, like the dragoon dropping the bomb on one pressure plate while the player stands on the other to open the gated door, further play into this theme of reaction because they involve a string of tightly coordinated actions to achieve the goal of disposing of the bomb. Another example is the multiple falling bombs hazard present in level 3 onward--a direct "reaction" to the silly little gift in the box careening in the air that is actually a bomb, and now Dokicity must be saved premise. Thus, the "chain reaction" part comes from the cause-and-effect logic, which underlines the entire game.
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