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A jam submission

Dokibird Heist Inc.View game page

A Celeste inspired game for DokiJam with stealth mechanics
Submitted by FunkyFight, wyrmwiz, dolusdulcis, Growlithe123, scallionshire — 38 minutes, 46 seconds before the deadline
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Play Dokibird Heist Inc.

Dokibird Heist Inc.'s itch.io page

Results

CriteriaRankScore*Raw Score
Ambience#653.2813.281
References / Humor#832.9062.906
Gameplay#913.0313.031
Overall#1013.0133.013
Creativity#1103.1253.125
Theme#1122.7192.719

Ranked from 32 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?
We decided to go with a chain reaction in the scenario itself. The two chapters (0 and 1) lead to an unexpected chain of chaos

Showcase / Streaming Opt-In

Yes!

I give consent.

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Comments

Submitted(+1)

Very tasty project, I liked everything except that my joystick is not working at the moment, I will definitely come back later to play for my own pleasure because unfortunately it is a little difficult on the keyboard.

Developer(+1)

Thank you for the feedback, do not hesitate to put a comment once you came back to try it :)

Submitted (1 edit)

I enjoyed this. It does wears its Celeste inspiration in its sleeve, but in a good way.

I however have a couple suggestion for the future.

1- make pressing the confirmation key show the full text, THEN a press with the full text on-screen progresses. I ended up accidentally skipping dialogue many times because of this. Also, a way to skip the story when replaying the level would be nice too.

2- rework your keyboard controls. yes, you advised to use a controller, but even so.
If I may make a suggestion, you set either spacebar or enter to be progressing the text. make it be Jump too. and set grip to Ctrl, Shift or another key that gives most keyboard a space between them and the jump so we can more comfortably switch between them. Dash, I don't have a valid suggestion, sorry.

Developer

Hello, thank you for the feedback! The keyboard layout you proposed was the default one we used for half the jam. Trust me, it's was way force, especially when you need to wall jump + dash while aiming the direction

(1 edit)

I don't know what I'm doing wrong, but every time I clear the first stage, it boots me back to the title screen. 

Developer

Hi, thanks for playing! You’re not doing anything wrong, we didn’t have time to implement a more straightforward ‘clear state’ transition. If you move right on the chapter select screen you can access the other chapter

Submitted (1 edit)

Visuals and sound are really nice, but I had a hard time at the beginning since I have a 60% keyboard :) Things got better when I connected a gamepad, the movement feels really smooth and so is the transition from keyboard to gamepad, great work in that aspect! But I had some issues with the levels themselves, I feel like the respawn points are a little unfair, putting me way to behind the jump I missed, and sometimes in a different screen. Also at the beginning it wasn’t clear how to choose the next chapter, I kept restarting the tutorial accidentally a couple of times. Good work overall!

Developer

Thank you for the feedback!

Submitted (1 edit) (+1)

The games visuals are pretty good, I like the sound design overall. I had a bit of issue with the pacing of the tutorial where I had to figure out wall jumps before being taught how to do so. I wish there were more levels cause I had fun platforming. Nice game!

PS. I think it would be nice when skipping dialogue the full text appears then if I press skip again the next line of dialouge goes.

Developer

Thank you so much for your feedback, a lot of people have been complaining about the dialogues where you can't hurry up lines! That's a very fair point, thank you!

Submitted (1 edit)

Some issues I have:

  • It could use better controls for keyboard.  I am curious why we use X,C,V instead of Shift,Z,X or Z,X,C. I feel like these skill heavy platformer games need some key bind settings for the players.
  • Some checkpoints were placed poorly that you couldnt see the next jump, making it frustrating to die and respawn. 
  • The respawn sound and animation was cool at first until it became a little annoying as I had to keep respawning. 
  • I didn't know that you could dash in any movement directions until midway through chapter 1... 
  • Is doki's ability to climb on spikes intentional? I did it multiple times before the computer room and it felt kinda strange. 
  • Some dialogue skipping were bugged. If you spam to finish dialogue, then it repeats the same dialogue instead of skipping it. 
  • I wish the next direction to go to were more obvious. I died multiple times, jumping down and assuming that it would take me to the next area. I gave up after I couldn't find where the server room was.  
  • Thanks to the commenter below, I now know that you were supposed to go right after the mint dialogue (i didn't know because the game didn't move me to the next room. Not only that, but I thought it was a dead end.). But in order to retry and just to go to the server room, I have to replay the entire chapter from the beginning without any checkpoints from the previous session. For now I'll pass and maybe try it another time.

Overall great game that could use some polish. Great job!

Developer(+1)

Hi, thank you for the feedback. I didn't have time to make something to change keybind unfortunately

For the next direction, Mint tell you to go right, but I should have made that more obvious. Thank you for playing!

Submitted(+1)

Nice art and very challenging gameplay!

Really cool that you managed to include voice acting!

I enjoyed the game until I didn't because it became way too hard and with no save/continue checkpoints, unfortunately I won't be coming back to continue my playthrough for a third time. (already had to restart once due to BSOD on my machine)

I read the storyline is supposed to be related to the chain reaction theme but since the game is so difficult, there was no way for me to experience the payoff of the ending.

Some improvement suggestions:

- VA volume is a bit loud compared to Mint and Doki's noises

- Dialogue should have a 2-tap system, where the first button press skips the animation and shows the full text and the second press moves to the next dialogue. I kept accidentally skipping text because I wanted to read faster and pressed a button, as that's how it works in VNs.

- Needs checkpoint saving and a skip dialogue button. During my first playthrough I got to a spot where I wanted to record a video to show you an issue I was having but my computer BSOD'd and I had to restart the whole chapter 1. Painful if you consider the game is hard enough to not want to retry those jumps tens of times again.

- Some camera hotspots don't get properly set after a rewind, turning a regular jump into a blind jump as the target platform goes off-screen.

- Some rewinds placed me in a position that made me fall immediately, instead of placing me back in a safe position. (this is what I wanted to record and got BSOD)

- Too many blind jumps. I've uploaded a recording of my (incomplete) gameplay to YT where I've pointed them out. You can also witness my terrible gaming skills.

Overall, it's a good game that needs some tweaks to be great. Good job, team!


Developer

Thank you for the feedback, I don't understand the checkpoint part though as there is one for each camera change

Submitted

Oh, I meant that it would be great if the game saved my last checkpoint and if I quit the game and come back later I can continue playing from that point.

I didn't get that option when I returned to play the game a second time after my PC crashed.

Developer

Oh ok my bad! We lacked time unfortunately for this jam :)

Submitted

That was quite the challenging platformer, manage to rake up 200 death in chapter 1. However, I find this game quite fun, the sprite looks good, controls are responsive, the music and sfx choice are fitting and addition of VAs are awesome! 

I do feel that the spike hitbox fit too perfectly with the sprite, personally I think it could be a tad bit smaller for some leeway. Some platform placement are a bit 'mean' by being next to the screen change and also close to the pitfall/spike hence when the screen change happens if I held onto the movement for a bit too long I would fall/stabbed to death. 

Still even with my nit picking, this game is wonderful! Interested in the story and look forward to what would happen next!

Developer(+1)

Thank you so much for your thoughts!

Submitted(+1)

Such a cool respawn animation! I love how it replays how you died.  The controls are very hard on the keyboard and it feels a bit slippery. I do like the character sprites a lot.

Developer

Thank you for playing!

Submitted(+1)

The UI and text animations were really cool and the level design was interesting.  I felt that the controls and movement needed some more polish.  The respawn animation is a neat touch, but made dying feel much more punishing.

And as for progressing the dialogue text, it would be nice to have the input complete the whole sentence instead of moving on to the next one since I still want to read the text.  I notice that you are using the Text Animator plugin, so there's an option to do that right in the inspector!  I hope this helps :>

Overall, nice work!

Developer(+1)

Thank you so much for the tip and for playing <3

Submitted(+1)

Cool game, the level design and ambience was pretty well nailed. The art was really cute and interesting and the sound and music design (loved the chapter 1 music) in general was really good. 

I think in terms of the movement, a little more control or friction (specially while in air) might've made the precise movement less harder to maneuver. The levels were definitely way harder than they probably would've been due to this, but with more controlable movement they would probably be already good enough as is. The auto jump also might interfere with some of the platforming: if you have to react fast, a held jump input might just take you back because of it (most noticeable in stair sections like pre-server room). 

A small personal nitpick for chapter 1, felt the spikes hitbox matches way too perfectly the spike sprite which makes some horizontal walljumping sections more annoying to deal with.

While i loved the respawn animation, at some points it respawned me back over some death pits or screen edges, so i had to react (wasn't sure if its just a rewind or a respawn on start spot). This in particular became a problem in chapter 1 where some times i spawn in the edge of a room which triggers the camera for the next room so i find myself wiggling around to see if the camera comes back to the current screen (mostly had this during the bottom section of the map near to the USB drive room and falling into the pre-server room). For some rooms also, failing at the end makes the rewind animation take quite some time to go back to start (or at least feels like) making every retry take extra time.

Had a hard time trying to read the dialogues with the letters appearing effect, felt like most of the times i had to re-read the dialogues to understand, and at some point directly started skipping some trying to get the full phrases. Also felt the voice actor clashed a lot with Mint and Doki voice lines (it was good though since it helped with reading Draken phrases quicker), both in terms of their voice line formats, and in terms of volume (the VA was way louder than the other lines).

The stealth mechanic was quite interestingly balanced, it definitely added some extra spice to the platforming and made rethinking how to navigate the rooms and when.

I'd love to see the project get continued later, got quite hooked and love me some good platformers and fun story.
 

Developer

Thank you for this very thorough comment <3

(1 edit) (+1)

I absolutely loved that game! I actually have the same opinion that the others mentionned, tho. The rewind animation is cool! And the mechanics are really like Celeste (I mean, that's logical!)

The thing I found difficult is that the game is "harder" on keyboard :/


But keep up the good work!

Submitted

My feedback here is more or less similar to what the others have mentioned. The control scheme is similar to celeste, but the movement feels too heavy and unresponsive for a precision platformer. The character does not stop immediately after I let go of the arrow keys. The smallest step I can take is around the width of the whole character, which is way too much. There is also issues like the player continuing to move forward while jumping even though I've let go of the arrow keys. Dashing doesn't feel powerful enough since you fall down immediately at the end of a dash, without retaining any of the momentum. Oddly enough, there is screen shake implemented when you land, but none when you dash.

On the visual side, I like how the dialogue box jump when talking. The text also appears in a cool fashion, and you have inserted pauses alongside the text. The respawn/rewind animation is pretty interesting, but I would also suggest to shorten it if possible. The backgrounds seems to be unfinished, but adding a moving noise texture made it more distracting than just without.

With that said, you wouldn't really be able to tell if your controls are good unless you keep letting different people try it, and then iterate over it again. Good luck with the concept and hopefully you'll be able to polish it up!

Submitted(+1)

This game was extremely hard, but I persevered and am glad I did, because otherwise the "chain reaction" part wouldn't have made any sense. It seems over half the story, including the part involving chain reaction, is at the very end. I fear with the difficulty most players won't see that, or the cool progression you have for the story. I would like to see more of your story than the gameplay personally.

For controls, the player slides a LOT.  Even the tiniest nudge sends your character sliding like they are on ice. This makes a lot of your precise platforming extremely difficult. But aside from that, being a simple Celeste inspired game was fun, as I love Celeste. Though adding a unique spin on its formula would have been nice to see.

Your art is amazing, and the writing was gripping once I got to see all of it. Well done! If you have more story planned, I would love to experience or read it!

With a bit of adjustment this has a lot of potential!

Developer

Hello Neko Yuriko
Thank you so much for your perseverance! As the developer of the game, i'm so sorry for the player movement and once the rating period is over, I will improve it! I think it's mostly the reason why it feels so hard, because once you get the hang of this, it's actually pretty simple patterns in my opinion :3

I'm glad you loved my teammate's art <3

Submitted

I can absolutely see a good core on this game. A little adjustment will make the gameplay much more fun I am sure! You got the Celeste feel down pat. Control is the main and only real issue. (Well, aside from play needing to be a clearer level select. Didn't realize that until the comments told me.)

Submitted

Controls are rough.
-I don't think I need a whole button dedicated to wall climbing, just adds an unnecessary button whereas I could just hold left or right to stick to a wall (which the game appears to do in some cases). 

-I  seem to gain random amounts of speed for doing the same inputs so i don't have a good measure of what i need to hold when. 

-Can mash through dialogue too easily. I missed the section on how to wall climb and I seem to already grab the wall without holding the climb button due to some bug or hidden mechanic so I was confused on how to wall climb.

-Soft locked myself on the third screen of the first level. I fell off the bottom and never got re-wound back up.


-What writing I did see I enjoyed. The random voice acting is slightly jarring since Doki and Mint are just clips cut together.

-Art and sprites are nice.