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DDD: Doki Deadly Dangan's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #1 | 4.542 | 4.542 |
| Overall | #19 | 3.817 | 3.817 |
| Gameplay | #21 | 3.833 | 3.833 |
| Ambience | #41 | 3.708 | 3.708 |
| Creativity | #52 | 3.708 | 3.708 |
| References / Humor | #60 | 3.292 | 3.292 |
Ranked from 24 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?
Chain bullets react with each other
Showcase / Streaming Opt-In
Yes!
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Comments
Plays really well, good work!
The opening artwork captivated me instantly. The cute pixel sprites was nice and you have made a great tutorial level! The fights wasn't overly difficult, but I somehow kept getting hit twice before the boss fight, making it a stressful fight.
The chain reactions was masterfully implemented! Tying it to the shotgun reloads, as it is such a strong weapon, was genius. It made it so that during the the final boss fight, I was able to expend both shots and get the reload off the small Egg goons. A good cycle.
The enemies having the same speed as the player made it hard to outrun them, which is more of a player issue as I had to focus on the closest ones if I didn't already get them in a chain reaction.
Great job on the game!
18 seconds before deadline is crazy lmao, game is fun and im surprised by how it plays and looks
Critiques (Some pointers in case you guys want to make a more complete game[I also included some that I saw from other's comments])
Sound Effets:
The bullet sounds is too loud/not as satisfying because it hurts my ears. It feels like it peaks a lot especially in the higher frequencies.
The mixing of the sounds is not as good basically. Some sounds are too loud some sounds are too soft [getting hit]. There are times where I do not notice I got hit because it is difficult to sense it.
Visuals:
1. The level design visuals is alright but at the tutorial level theres a lot of introduction to the assets which you will be using. Then at the actual level it shows that the main stage is just a wooden platform with fences around it where the introduced assets are located. I think this is a missed opportunity because you guys could have done a more creative level design to show the setting.
2. The game might need indication for attack, zone of attack or where they will attack. At some runs, I am getting hit by the boss because I underestimated the boss's attack range. (at least for the jump attack of the boss, for the others not so much because It can become a huge visual clutter if the normal mobs have them)
3. (Nitpick) The bullet changing its size when they initially spawn is kind of weird for me. Because to me when a bullet changes size, it also indicates a change in stats such as speed and/or damage.
Gameplay/Feel:
1. The chain reaction of the enemies is very very satisfying. But if you will be developing this game even further with higher enemy densities, it can get very OP quickly.
2. Enemy placement feels just right because some don't die in a single chain, so there is still some kind of puzzle solving involve where you manipulate the ones following you to die in a specific place.
3. I am having troubles when I combo because of the lag. I am not sure if its only on my side but it does give a bit of frustration because in situations I might get hit by the bullets especially during the boss fight. Basically, the lag takes you off the "state of play".
4. As a player who has played a lot games with reloading, I have the itch to reload before the next level. Having no manual reload is quite troublesome.
5. For the feel of the shotgun, it doesn't feel as satisfying. Although it does have a higher damage because of the number of bullets, when I stand close to the enemies I expected that it will essentially kill 1 full health mob. If this is too OP, maybe add a different property like some kind of knockback when you shoot.
6. Your movements are very limited. And to escape, you need to kill the group of mobs to gain space.
Personal Opinion:
I personally had a lot of fun playing this even with the problems I have encountered. For a gamejam with the time constraints, I think this game is solid but still needs quite some work especially in the map design.
Thank you for the well constructed criticism!
As our first game, and first game jam, this project has a lot of issues and problems, some we chose to overlook, and some we didn't even notice.
Thank you for pointing out potential improvements, especially with the sound mixing and the game feel. If we ever make another game, we will be sure to take your pointers in mind!
Good game, gets my serotonin going. The boss is hard and really tests your skill.
Very Nice! The chain reaction elements are super sweet, and it plays really nice. The only thing I'd like to see is a manual reload on the revolver, but that is just because I am a compulsive reloader in all the games I play.
good game! Well done!
I like the visuals and the atmosphere and I love twin stick shooter!
The main things that jumped at me while playing the web version were that:
Those are the biggest issues for me within the context of the jam. A way to pause the game, a settings menu to adjust volume, a way to make the game full screen etc. would all be great to have. Also I wish you could just hold down the mouse to keep firing instead of clicking every time. These were kinda accessibility-adjacent things that I wanted to bring up. The rest of this comment is about what would be cool to implement even after the jam is over.
It would be cool if there was an area indicator on the floor before a new wave spawns to tell the player “This area is safe to stand on” or “Enemies will spawn here”. It would also be nice if Doki moved a little faster, or maybe she could have a dodge roll ability like in Nuclear Throne.
I liked it and I kinda wish there was more! Keep up the good work!
Thanks for the feedback
We updated the itch settings so it is now viewable on fullscreen. We agree that basic game accessibility functions (like pausing and audio controls) were HEAVILY overlooked during the development of the project.
For the enemy indicators, we actually wanted to include a function like that, where the enemies will drop in as white lights like being dropped off by a UFO, but due to time constraints we couldn't implement it when rushing for the deadline lol.
Game was really fun and challenging. My only pet peeve would be the limited attacks of the boss which are pretty straightforward to dodge once you figure it out and when it gets repetitive, but for a jam pretty impressive and fun - and the critique is really minor relative to the good job done on the game (the freezing I thought was stuttering from the web build, didn't realize you put that in until I read some comments, it was a little frustrating). The take on the theme was good and entertaining. Great job!
I liked it, the music is great!
I also wanted to add something like that to my own project, but I couldn’t figure out the license for it =( I played the browser version, and maybe this doesn’t happen in the PC build, but the freezes during a big enemy-kill combo are really frustrating. And yeah, I couldn’t beat the boss — he’s way too tough for me :)))
If possible, please review my project, I would be grateful for an honest review.
Hi thanks for the comment!
The freezes during enemy kill combos are actually coded in the game. We wanted to add it to add a bit of spice during chain kills.
We see now that we didn't tune the freeze numbers to the right value, as it doesn't feel good for all players. Thanks for the feedback!
Really good! The mechanics are solid and the bullet chains were really satisfying.
Very fun gameplay loop! Gets a bit hard. The only suggestion I can share is that if you are going to freeze the player during the combo, then the bullets should freeze as well. But other then that, This is a solid, fun game!
Thanks for the feedback! The bullet not freezing was actually so overlooked we only noticed it after we submitted it lol. It really shows the importance of play testing, cuz we didn't have a lot of time to do that.