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Doki Hunt's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Ambience | #71 | 3.200 | 3.200 |
| References / Humor | #85 | 2.880 | 2.880 |
| Gameplay | #87 | 3.040 | 3.040 |
| Overall | #109 | 2.920 | 2.920 |
| Theme | #120 | 2.640 | 2.640 |
| Creativity | #142 | 2.840 | 2.840 |
Ranked from 25 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?
Bullets break when they hit a dragoon, creating a chain reaction of hits
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Comments
Neat game! The pixel art really fits the Duck Hunt vibe. A CRT shader could elevate it to the next level. It would also be great if I could see through the crosshair, such as removing the central pixel, or making it half-transparent. Good job!
I love that the dog is Mint. So fittingly smug. Very solid execution of a simple idea.
Solid game! There are definitely times where my shot for the singular Dragoons is lined up properly, but the shot does not hit. Still very entertaining to play though.
I have been pointed and laughed at so many times!! D:
Very fun submission! I also felt like the hit boxes were a bit small but honestly it could just be a still issue on my part, haha... c':
It feels like the hit boxes are a bit small so it's hard to shoot correctly with the fast movement. Fun game tho, good job !
Thanks!
I wanted to do more with the difficulty curve, like starting the dragoons slower, but I only had time to work out something for the number of dragoons in each wave.
Small hit boxes was by design, though I was surprised how small Kona managed to make the sprites. My thinking was that since most people would be using a mouse (I've heard from someone that they struggled playing with a trackball) the targets needed to be small to keep it challenging.
best score I got was 2420! very nice faithful recreation. probably my only big critique is that the relation to theme wasn't super clear at first, as I only realized on my second go around that the feathers from shot dragoons could hit other ones. even after figuring this out, I couldn't find if there was a way to somehow influence the direction/amount so it more so just felt like a random bonus. still cool though!
Thanks for the feedback!
I thought of having a sort of "level zero" that would force the player to learn about the chain mechanic, or visual cues like a muzzle flash that highlights the trajectories and making the tomatoes flash to indicate they're a bonus target. Unfortunately I didn't really have time to work those in.
10/10 duck hunt. brought back memories on the NES with the light guns.