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A jam submission

One Joke Doki [WHAT'S IN THE BOX]View game page

A journey from the first frame to the final credits, with intrigue linked to the game jam trailer until the end.
Submitted by OwlUnity (@IvanKharkivUA) — 19 hours, 17 minutes before the deadline
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Play One Joke Doki

One Joke Doki [WHAT'S IN THE BOX]'s itch.io page

Results

CriteriaRankScore*Raw Score
References / Humor#513.3933.393
Ambience#982.9642.964
Creativity#1372.8932.893
Overall#1442.5932.593
Gameplay#1781.8931.893
Theme#1951.8211.821

Ranked from 28 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?
My game begins with the very first intro frame and leads the player all the way to the final credits scene. The story is tightly interwoven into every moment, keeping the intrigue alive until the very end. The game’s title is directly connected to the game jam trailer! How exactly? You’ll find out at the end!

Showcase / Streaming Opt-In

Yes!

I give consent.

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Comments

Submitted

Linking the game even to the Jam trailer was quite clever and the intro to the game was cute, didn't really thought rule are meant literally until I touch grass in the park and dies, lol. The environment feel full and detail to the part that wasn't even accessible. 

I do find that click to move is a bit difficult and had to spam click for Doki to move, maybe some indicator would help me know where I was clicking. A minor bug I found is when I ran into a car I found myself stuck to it and had to restart the game. Besides, that I like the placement of the boxes and how it sparkle to clue me to go get them, neat game!

Submitted

The opening intro was really good. A bit long, but did give background on what not to do. I like the artwork in the animation.

The controls are a bit hard. Some times clicking doesn't move much, so a lot of times I just had to spam clicking at a location to move. It felt a bit slippery and it wouldn't move to the desired location some times. The world was nice and detailed, but coupled with the slightly hard movement, it felt hard to move and explore smoothly. It took too long to move from one place to another.

I like how we can walk into the cars and move them. It took a while to find the presents.

Submitted

I really liked the intro and the amount of detail you were able to put in the world! Like some others have said, some instructions would have been helpful for the players who didn't pick up the information in the intro.

Submitted(+1)

Banger Intro!

Submitted(+1)

I think the camera is a bit motion sickness inducing, but that is just because I am sensitive to such things. Gameplay wise the camera is a bit slow and when you die in the game it's not quite clear what kills you. It is a very cute art style and I liked the intro sequence but it went on a bit long.

Developer(+1)

Thank you! I still have a lot to learn. It’s a pity that the intro isn’t being picked up by the player — I need to learn how to present important information better, especially the kind that directly affects the gameplay experience =)) 

Submitted(+1)

That kind of thing takes time. For our game it also wasn't clear that the beginning levels are suppose to teach you how to play, so I get it.

Developer(+1)

I'm working on this problem in the future, but I haven't found a way to improve it and communicate it to the user yet. Thank you!

Submitted(+1)

As some people pointed out already WASD controls would probably be more convenient. And starting over each death, in my opinion,  doesn't fit this game, because exploring the city for the first/second time is fun. After that, collecting the same gifts feels like a chore.
And during one of the attempts I experienced a bug, where I squeezed  between the tables, but couldn't get out .
Overall though, very nice entry! Intro is really funny and a very clever and creative way to convey the rules to a player! Art is very cute! 

Submitted

Submitted(+1)

Nice gameplay, but I would prefer using the arrow keys or WASD keys over point-and-click in 3D gameplay.

Also, a random bug; I'm not sure what caused it. But when you come in front of a car (I came in front of a police car). The car will stop, so will the doki. And no matter where I click, She doesn't move at all.

Developer

Thank you! That was definitely my mistake - I left the “test” controls I had been using for convenience while setting up the scene, instead of the more familiar and intuitive “WASD.”
Oh, regarding the bug - I knew about it since the very beginning of development and that’s exactly why I forgot to fix it. I left it in for laughs, as something silly and amusing.


Submitted(+1)

She became too scared when the car came into view. Getting softlocked for the rest of the game.

(She's TOO frightened to move. lol)

Submitted(+1)

the animation at the start was funny especially with the windows movie maker transitions (actually that might not be a intended joke so uhh my bad, but also i was really hoping for the paper crane transition). The controls were REALLY confusing at the start, and the items we collect didnt feel so connected to the starting trailer. Only at the end do i, sort of figure out what we are doing? Also the death by idk is sometimes annoyfing, perhaps some sort of goal/note to directly tell us (the 0 iq player) what to do cus yeah. Perhaps even a marking on the ground that explains how the movement works could be nice too? This game teaches me why you should ALWAYS look left and right when crossing the road thats for sure.

Developer(+1)

Thank you! 

This is really a funny situation regarding the ground. 

I naively assumed that the player was either familiar with the event on which the game was based or carefully watched the intro.

 My main mistake was not considering the inattentive ones - those who skipped it, those who played without sound, or those who got distracted by something else. Ń…D

Submitted(+1)

I liked the doki chibi staring at you the entire time you play lol

Submitted(+1)

I found the intro really funny!  As for the gameplay itself, I would have preferred we could just run using WASD instead of point and click.

Developer(+1)

I totally agree, I definitely didn’t put enough work into the controller.
On top of that, I even forgot to add proper joystick controls to the build – I only realized it when I opened my project notes just now =))